DA04OghmaInfinium | DLC2BlackBook01 | | Waking Dreams of A Starless Sky by Bilius Felcrex [pagebreak]he eyes, once bleached by falling stars of utmost revelation, will forever see the faint insight drawn by the overwhelming question, as only the True Enquiry shapes the edge of thought. The rest is vulgar fiction, attempts to impose order on the consensus mantlings of an uncaring godhead. First, DLC2BlackBook02 | | Epistolary Acumen by the Transparent One [pagebreak]ring you forth the lovestruck mute who preys with vigor on his love, and set the sky alight with all who dare to struggle 'gainst our move. For we are they who own the night and all who dwell without us fall; we drink the mind-grapes formed of thought and wail a tumult on the wall. To sweep DLC2BlackBook03 | | Untold Legends The Other Lives of Ysgramor [pagebreak]s the great ships of men crawled the waves to their destinies, there were, after long years, a number of tales lost in the mists of morning. Even after the forgetting, though, wisps of story find ways to receptive ears as even the deepest of secrets never truly dies. When fires burn and the night grows soft in DLC2BlackBook04 | | The Winds of Change by Liesl Grey-Heart [pagebreak]uring the reign of Elgryr I took notice the various patterns of in the thoughts and behaviors of a troubled populace, and undertook a humble plan to comprehend and, in the end, affect them. Being of ordered mind, I began my taxonomy in the lower classes, which divide evenly into those who DLC2BlackBook05 | | The Sallow Regent by Hawfip the Crafter [pagebreak]Act I, Scene i (Enter Filemina, with broken sceptre) Filemina-- Woe betide my fate-wrecked heart Which gives no tender shine to he Who gave his favors up to gods And brought his blood-struck mind to me. DLC2BlackBook06 | | Filament and Filigree by Jelketheris [pagebreak]stared at my reflection in the metal, wondering if my face had hardened to match my inner mood. I had been working the piece for days, and the forge's swelter was taking its toll. I always came to the metal shop when the dark swam over me, and today was no exception. In the midst of DLC2BlackBook07 | | The Hidden Twilight by Carillius Melfus [pagebreak]he City of Inkseeds rose from the desert, shining and decadent. Somehow, it still stood. I crossed through the gate, and the beast knew exactly where to take me: the way worn by beggars and poets. The only place a man of my appetites can find satisfaction. I'm not proud, but then, nobody ever is. DLC2Book1CheapConfessionsofaDunmerSkoomaEater | [pagebreak] | Confessions of a Dunmer Skooma Eater [pagebreak]othing is more revolting to Dunmer feeling than the sorry spectacle of another Dunmer enslaved by that derivative moon-sugar known as 'skooma.' And nothing is less appetising than listening to the pathetic tales of humiliation and degradation associated with a victim of this addictive drug. Why, then, do I force myself upon you with this extended and detailed account of my sins and sorrows? Because I hope that by telling my tale, the hope of redemption from this sorry state shall be more widely known. And because I hope that others who have also fallen into the sorry state of skooma addiction may therefore hear of my story, of how I fell into despair, and how I once again found myself and freed myself from my own self-imposed chains. Because it is widely known to all Khajiit, who may be expected to know, that there is no cure for addiction to skooma, that once a slave to skooma, always a slave to skooma. Because this is widely known, it is taken to be true. But it is not true, and I am living proof. There is no miracle cure. There is no potion to be taken. There is no magical incantation which frees you from the thrill of skooma running through your blood. But it is through the understanding of that thrill, and the acceptance of the lust within oneself for that thrill, and the casting aside of the shame that the thrillseeker feels when he cannot set aside what becomes in the end his only comfort and pleasure, it is through this knowledge and understanding that the victim comes to the place where choices may be made, where despair and hope may be separated. In short, only knowledge and acceptance can deliver into the slave's hands the key that opens his shackles and sets him free. DLC2Book1CheapPoisonSong1 | [pagebreak] | The Poison Song Book I By Bristin Xel [pagebreak]t was beginning again. Even though everything seemed serene (the last embers crackling in the hearth; young servant girl and her child slumbering in a chair by the door; a tapestry half-finished against the wall, waiting to be completed tomorrow; one of the moons visible through a milky cloud outside the window; a lone bird, out of sight in the rafters, cooing placidly), Tay heard the first chords of the Song strike dissonantly somewhere far away. The bird in the rafters croaked and took flight through the window. The baby in the girl's arms woke and began to scream. The Song swelled in intensity, yet still remained subtle and stately in tempo. The movement of everything seemed to take on the rhythm of the music as if strange choreography had been staged: the girl rising to the window, the clouds reflecting back red from the inferno below, her scream, all muted, consumed by the Song. Everything that came thereafter Tay had seen so many times, it had almost ceased to be a nightmare. He did not remember anything of his life before coming to the island of Gorne, but he understood that there was something different in his past that set him apart from his cousins. It wasn't simply that his parents were dead. His cousin Baynarah's parents had also died in the War. Nor were the other Housemen on Gorne or nearby Mournhold unusually cruel to him. They treated him with the same polite indifference that any Indoril has for every other eight-year-old boy that got underfoot. But somehow, with absolutely certainty, Tay knew he was alone. Different. Because of a Song he always heard, and his nightmares. "You're certainly imaginative," his aunt Ulliah would smile patiently, before waving him away so she could return to her scriptures and chores. "Different? Everyone in the world thinks they're 'different,' that's what makes it such a common sentiment," said his older cousin Kalkorith who was studying to be Temple priest and had a firm grasp on paradoxes. "If you tell anyone else that you keep hearing music where there's no music to be heard, they'll call you mad and bury you in the Shrine of Sheogorath," his uncle Triffith would snarl, before striding away to attend his business. Only his nursemaid Edebah would listen to him seriously, and just nod with a faint look of pride. But she would never say another word. His cousin and chief playmate Baynarah was by far the least interested in the stories of his Song and his dreams. "How tiresome you are with all this, Tay," said Baynarah, after luncheon the summer of his eighth year. He, she, and a younger cousin Vaster walked into a clearing in the midst of flowering trees. The grass was very low, barely up to their ankles, and there were big black piles of leaves from the previous autumn. "Now, shall we get back to it? What shall we play?" Tay thought for a moment. "We could play the Siege of Orsinium." "What's that?" asked Vaster, their constant companion, three years their junior. "Orsinium was the home of the orcs, off in the Wrothgarian Mountains. For hundreds of years, it kept growing bigger and bigger and bigger. The orcs would come down out of the mountains and rape and pillage all over High Rock. And then, King Joile of Daggerfall and Gaiden Shinji of the Order of Diagna and someone else, I forget, from Sentinel all joined together against Orsinium. For thirty years they fought and fought. Orsinium had walls made out of iron and, try as they might, they couldn't break through." "So what happened?" asked Baynarah. "You're so good at making up things that never happened, why don't you make it up?" So they did. Tay was the King of the Orcs, perched up in a tree they called Orsinium. Baynarah and Vaster played King Joile and Gaiden Shinji and they threw pebbles and sticks up at Tay while he taunted them in his most guttural voice. The three decided that the Goddess Kynareth (played by Baynarah in dual role) answered the prayers of Gaiden Shinji and drenched Orsinium in a torrent of rain. The walls rusted and dissolved. On cue, Tay obligingly fell from the tree and let King Joile and Gaiden Shinji mangle him with their enchanted blades. For the most of that summer, the year 675 of the First Era, Tay was nearly insensible by the power of the sun. There were no clouds, but it rained most every night, so the vegetation on the island of Gorne was bewildering lush. The stones themselves seemed to glow with sunlight, and the ditches burned with white meadowsweet and parsleydown; all around him were soft smells of flower and tree untroubled by wind; the foliage was purple green, blue green, ash green, white green. The wide cupolas, twisting cobbled streets, and thatched roofs of the little village of Gorne, and massive bleached rock of Sandil House all were magical to him. Yet the dreams haunted his nights and the Song continued whether he was awake or not. Against Aunt Ulliah's admonishments, Tay, Baynarah, and Vaster had breakfast outdoors every morning with the servants. Ulliah would hold an interior breakfast for herself and any visiting dignitaries: guests were rare, so she often ate alone. At first the servants would dine in silence, attempting gentility, but they broke down and would regale the children with gossip, reports, stories, and rumors. "Poor Arnyle is laid up with a fever again." "I'm telling you, they're cursed. The whole lot of 'em. Piss on the faerie and they piss right back on you." "Doesn't Little Miss Starsia look, oh, just a wee bit tight around the belly region late-ly?" "She's not!" The only servant who didn't speak at all was Tay's nursemaid Edebah. She wasn't pretty like the other maids, but the scars on her face did not deform her. Her poorly set broken nose and her short hair gave her a certain alien mystique. She would merely quietly smile at the gossip, and look at Tay with almost frightening love and devotion. One day, after breakfast, Baynarah whispered to Tay and Vaster, "We have to go to the hills on the other side of the island." She had used such imperatives before and always had something wonderful to show: a waterfall, tucked away behind ferns and tall rocks; a sunny grove of figs; a discreet still some peasants had set up; a sickly oak, twisted into a kneeling human figure; a collapsed stone wall that they imagined was thousands of years old, the last refuge of a doomed princess they named Merella. The three walked across through the forest until they came to a clearing. A few hundred feet beyond, the meadow sank to a dry creek bed, filled with small, smooth stones. They followed that into the dark woods where trees canopied high over their heads. Sporadic red and yellow blossoms burst along the moist underbrush, but they became rarer and rarer as the children marched on under the umbrageous oaks and elms. The air crackled with birds ticking a staccato choral piece, a minor chord of the Song. "Where are we going?" asked Tay. "It's not where we're going, it's what we're going to see," replied Baynarah. The forest surrounded the three children completely, bathed them in its tenebrous hues, and breathed on them with wet chirrups and sighs. It was easy for them to imagine that they were within a monster, walking along its twisted spine of stones. Baynarah scrambled up the steep hill and peered through the thick mass of shrub and tree. Tay lifted Vaster out of the creek bed and climbed out, gripping soft grass for support. There was no path through the forest here. Brambles and low hanging branches struck at them like the claws of chained beasts. The cries of the birds became ever more stentorious, as if angered at the invasion. One limb drew blood on Vaster's cheek, but he didn't cry out. Even Baynarah, who could pass like an ethereal creature through impenetrable forests, had a braid catch on a bramble, ruining the intricate pattern a servant had woven hours before. She paused to pull out the other braid, so her bright unruly tresses fell freely behind her. Now she was something wild, a nymph guiding the other two through her woodland domain. The Song began to beat like a wild pulse. They were on a shelf of stone below a cliff overlooking a tremendous gorge, staring over an expanse of cinder. It looked like the scene of a tremendous battle, a holocaust of fire. Charred boxes, weaponry, animal bones, and detritus too annihilated to be identifiable littered the ground. Speechless, Tay and Vaster stepped into the black field. Baynarah smiled, proud that she had finally found something of true wonder and mystery. "What is this place?" asked Vaster at last. "I don't know," Baynarah shrugged. "I thought at first that it was some kind of ruin, but now I think it's a junk pile, just not like any junk pile I've ever seen. Just look at this stuff." The three began an unorganized survey of the dusty mounds of refuse. Baynarah found a twisted sword only lightly blackened by flame and began polishing it to read the inscriptions on the blade. Vaster amused himself by breaking brittle boxes with his hands and feet, imagining himself a giant of unbelievable strength. A battered shield attracted Tay: there was something about it that reverberated with the sound of the Song. He pulled it out, and wiped its surface clean. "I've never seen that crest before," said Baynarah, looking over Tay's shoulder. "I think I have, but I don't remember," Tay whispered, trying to conjure the memory from his dreams. He was sure he had seen it there. "Look at this!" Vaster cried, interrupting Tay's thoughts. The boy was holding up a crystal orb. As his hand moved over the surface, brushing away grit and dust, a key in the Song rose which sent a shiver through Tay's entire body. Baynarah ran over to look at Vaster's treasure, but Tay felt paralyzed. "Where did you find that?" she gasped, gazing into the swirl beneath the crystal surface. "Over in that wagon," Vaster gestured toward a heap of blackened wood, barely discernible from the other piles but for its cart spokes. Baynarah began digging into the half-collapsed structure, so only her feet could be seen. The Song built in potency, sweeping over Tay. He began walking toward Vaster slowly. "Give me that," he whispered in a voice he could barely recognize as his own. "No," Vaster whispered back, his eyes locked on the colors reflected in the heart of the globe. "It's mine." Baynarah dug through the remains of the wagon for several more minutes, but she could find no treasures like Vaster's. Most everything within was destroyed, and what remained was common-place by any standards: broken arrows, armor shards, guar bones. Frustrated, she pulled herself out into the sunlight. Tay was alone, at the edge of the great gorge. "Where's Vaster?" Tay blinked and then turned back to his cousin with a shrug and a grin: "He went back to show everyone his new plunder. Did you find anything interesting?" "Not really," said Baynarah. "We probably ought to get back home before Vaster tells them anything that'll get us in trouble." Tay and Baynarah started the walk back at a quick pace. Tay knew that Vaster would not be there when they got back. He would never be returning home again. The crystal globe rested snugly in Tay's satchel, hidden under a pile of junk he had picked up. With all his heart, he prayed for the Song to return and drown out the memory of the gorge and the long, silent fall down. The boy had been so surprised, he hadn't even time to scream. DLC2Book1CheapPoisonSong2 | [pagebreak] | [pagebreak] The Poison Song Book II By Bristin Xel [pagebreak]ay felt no guilt, which frightened him. All through the long, fast walk away from the gorge, through the woods, across the dry creek bed, he chatted merrily with Baynarah, fully aware that he had just committed murder. Whenever his mind strayed from the conversation, and he thought back on the last moments of Vaster's short life, the Song would soar. He could not think of the boy's death, but Tay knew he was responsible. "You're a mess!" cried Aunt Ulliah the moment she saw the two children emerging from the woods onto the grounds of Sandil House. "Where have you been?" "Didn't Vaster already tell you?" asked Tay. The scene played itself out as Tay knew it would, every dancer in the Song performing their steps as choreographed. Aunt Ulliah saying that she had not seen Vaster. Baynarah, not yet frightened, making up an innocent lie about the threesome not having strayed far, saying he must have gotten lost. A slow but steady rhythm of panic intensifying as night began to fall, and Vaster had not yet returned. Baynarah and Tay tearfully (he was surprised how easy it was for him to cry without feeling) admitting where they had been, and leading Uncle Triffith and a crowd of servants to the junk pile and gorge. The tireless search through the woods as night turned to dawn. The weeping. The light punishment, merely cries of anger, that Baynarah and Tay suffered for losing their young cousin. It was thought, from their stricken expressions, that the children felt guilty enough. They were sent to bed at dawn while the hunt through the woods continued. Tay was drifting to sleep when his nursemaid Edebah came into his room. The look of unwavering love and devotion had not left her eyes, and he sank gratefully into his dreams and nightmares with her holding his hand. The Song wafted almost imperceptibly through his consciousness as he again had the vision of the room in the castle. The girl and her baby. The bird in the rafters. The dying fire. The sudden explosion of violence. Breathless, Tay opened his eyes. Edebah was stealing out the door, softly humming the Song to herself. In her hand was the crystal globe from his satchel. For a moment, he hesitated, about to cry out. How did she know the Song? Was she aware that he had murdered another boy to get the globe? Somehow he knew that she was helping him, that she knew all and loved him and sought only to protect him. The next day, and the next week, and the next month were all the same. No one spoke very much, and when they did it was to suggest new places to look for the missing boy. Everywhere had been searched thoroughly. Tay was curious why they never looked in the gorge, but he understood how inaccessible it was. A side-effect of Vaster's absence was that the tutorial sessions with Kena Gafrisi took on a more serious, even academic quality. The younger boy's high spirits and meager attentiveness had always cut the lessons short, but sensible Baynarah and quiet Tay were ideal pupils. He was particularly impressed by how focused they became during a rather dry history lecture about the heraldic symbols of Houses of Morrowind. "The crest of the Hlaalu features a scale," he sniffed disdainfully. "They see themselves as the great compromisers, as if that were something honorable. Many hundreds of years ago, they were the tribesmen following Resdayn who chose--" "Pardon me, Kena," asked Baynarah. "But what is the crest with the insect on it?" "You don't know House Redoran?" asked the tutor, lifting up one of the shields. "I know you have a sheltered life on Gorne, but you're surely old enough to recognize--" "Not that one, Kena," replied Tay. "I think she means the other crest with an insect." "I see," nodded Kena Gafrisi, brow furrowed. "Yes, you would be too young to have ever seen the crest of the Sixth House, the House of Dagoth. Our enemies together with the accursed heretical Dwemer in the War of the Red Mountain, now totally destroyed, thanks be to Lord, Mother, and Wizard. That House was a curse on our land for millennia, and when at last their pestilence was snuffed out, the very earth itself breathed a cloud of fire and ash in relief, bringing night to day for over a year's time." Baynarah and Tay knew they could not speak, but they exchanged knowing glances at one another as the tutor enlarged on the theme of the great wickedness of the Dwemer and the House Dagoth. As soon as the lesson ended, they walked silently out of Sandil House until they were far from all ears and eyes. The afternoon sun stretched out the shadows of the spear-like trees surrounding the meadow. Off in the distance, they could hear the sounds of the workers beginning their preparations for the autumntide harvest, yelling to one another unintelligibly in coarse and familiar accents. "That was definitely the symbol on that shield you found at the garbage heap," Baynarah said at last. "Everything there must be a remnant of the House Dagoth." Tay nodded. His mind was on the strange crystal globe. He felt a light vibration of soundless music touch his body, and knew he was discovering a new cadence of the Song. "Why would our people have burned and discarded all that?" he asked thoughtfully. "Do you think the House Dagoth was so evil that everything associated with them could have been cursed?" Baynarah laughed. At the height of day, all talk of curses and the evil Sixth House were pure supposition: something to add romance to one's life, but nothing to worry about. The two children walked back to the castle for yet another in a series of cold, quiet dinners. As the night fell, Baynarah looked through the treasures she had picked up in the junk heap. By the light of the moons, the small jars, the torc with orange gemstones, the bits of tarnished silver and gold of no obvious purpose, all took on a sinister aspect. Revulsion overtook her feeling of admiration instantly. There was a strange energy to them, a tincture of death and corruption that was undeniable. Baynarah ran to the window and vomited. Looking out to the dark open lawn below, she saw a figure below lighting an arrangement of candles in the shape of a large insect, the symbol of the House Dagoth. When it looked in her direction, she pulled back, but she saw the face illuminated by the tallows. It was Edebah, Tay's nursemaid. The next morning, Baynarah left the castle grounds early, bearing a large sack filled with her treasures. She carried them to the dumping ground and left them there. Then she returned, and told her Uncle Triffith what she had seen the night before, leaving out only what had made her sick in the first place. Edebah was banished from the isle of Gorne without discussion. She wept, begging to be allowed to say goodbye to Tay, but all believed that would be too dangerous. When Tay asked what had become of her, he was told she had to return to her family on the mainland. He had grown too old for a nursemaid. Baynarah never told him what she knew. For she was afraid. DLC2Book1CheapPoisonSong3 | [pagebreak] | The Poison Song Book III By Bristin Xel [pagebreak]ay was eighteen in the year 685 of the First Era when he first saw Mournhold, the city of spires, home of the goddess. His cousin Kalkorith, already a senior initiate in the Temple, gave him a couple rooms on the ground floor of the house he had purchased. They were small and unfurnished, but bittergreen grew outside the windows, and when the wind blew, they filled his bedroom with a lovely spicy air. The chords of the Song did not trouble him anymore. Sometimes he was even unconscious to it, so low and melodic it had become. Occasionally when he was passing through the streets on the way to the Temple for his instruction, someone would pass him and the Song would rise in intensity before falling away again. Whatever was different about those people, Tay never tried to ascertain. He remembered the last time he had let the Song lead him, and called for him to murder his young cousin Vaster. The memory did not trouble him unduly, but he did not want to hurt anyone again unless he had to. House couriers regularly brought Tay letters from Baynarah, still back in Sandil House on the island of Gorne. She might have gone to study at the Temple, she was certainly intelligent enough, but she chose not to. In a year or two at most, she would have to leave and assume her place in House Indoril, but she was not in a hurry. Tay welcomed the trivial gossipy news the letters brought, and responded back with news of his own studies and romances. In his third month in Mournhold, he had already met a girl. She was also a student at the Temple, and her name was Acra. Tay wrote enthusiastically about her to Baynarah, describing her as having the mind of Sotha Sil, the wit of Vivec, and the beauty of Almalexia. Baynarah replied back merrily that if she had known how blasphemous students of the Temple were allowed to be, she might have become an initiate herself. "You are very devoted to your cousin," Acra laughed when Tay showed her the letter. "Am I looking at the last remains of a thwarted romance?" "She's lovely, but I never thought of her that way," Tay scoffed. "Incest never particularly interested me." "Is she a very close cousin then?" Tay thought for a moment: "I don't know. Truthfully, no one spoke much of either her parents or mine, so I really don't know how we were connected. They were casualties of the War of the Red Mountain, that I know, and it seemed to cast rather a pall on the adults' humor whenever we asked about her parents or mine. After a while, we stopped asking. But you're an Indoril too. Perhaps you're a closer cousin to me than Baynarah." "Perhaps so," Acra smiled, rising from her chair. She uncoiled her hair, which had been pulled up in the formal arrangement reserved for well-born priestesses. As Tay watched transfigured, she removed the small brooch that fastened her robe to her shoulder cape. The soft silken fabric slipped down slowly, exposing her dark, slender body to him for the first time. "If we are, does incest particularly interest you now?" As they made love, the Song began a slow, rhythmic ascension in Tay's head. The vision of Acra before him darkened and was replaced by images from his nightmares before returning again. When finally he collapsed, spent, the room seemed filled with the fiery red clouds of his dream, and the scream of the woman and her child facing death echoed in his head. He opened his eyes, and there was Acra, smiling at him. Tay kissed her, grateful to have her in his arms. For the next two weeks, Tay and Acra were never far apart. Even when they were at study in opposite wings of the Temple, Tay thought of her, and somehow knew she was thinking of him. They would rush to be together afterwards, ravishing one another in his rooms every night, and in a private corner of the Temple garden every day. It was while Tay was rushing to see his beloved one afternoon that the Song rose up in powerful strident tones at the approach of an old, ragged woman. He closed his eyes and tried to quiet it, but when he looked again at her purchasing corkbulb papyrus from a street vendor, he knew who she was. His old nursemaid from Gorne, Edebah. She who had abandoned him without even a farewell to join her family on the mainland. She didn't see him, and as she passed down the street, Tay turned and began to follow. They walked through shadowy passageways into the very poorest part of the city, a quarter which was as alien to him as the wildest principality of Akavir. She unlocked a small wooden door on a street without a name, and he finally called out her name. She didn't turn, but when he followed, he found that the door had been left ajar. The chamber was murky and damp like a cave. She stood facing him, her face even more wrinkled than he had remembered it, etched with lines of sorrow. He closed the door behind him, and she took his hand and kissed it. "You are so tall and strong," Edebah said, beginning to weep. "I should have killed myself before I let them take me away from you." "How is your family?" Tay asked coldly. "You are my only family," she whispered. "The Indoril pigs forced me to leave, thrusting their blades in my face, when they discovered that I serve you and your family, not them. That bitch girl Baynarah saw me at a prayer of mourning." "You're speaking like a madwoman," Tay sneered. "How could you love me and my family, but hate the House Indoril? I am of the House Indoril." "You are old enough to know the truth," Edebah said fiercely. Tay had bitterly joked about her madness, but he saw something close to it burning in her ancient eyes. "You were not born of House Indoril; they brought you into their house after the War, like they and the other Houses brought in all the orphans. It was the only way they saw to erase history and remove all traces of their enemies, by raising their enemies as one of them." Tay turned toward the door: "I can see why you were taken away from Gorne, old woman. You are delusional." "Wait!" Edebah cried, rushing to a musty cabinet. She retrieved from it a glass globe that shimmered with a spectrum of color even in the chamber's gloom. "Do you remember this? You slew that little boy Vaster because he possessed it, and I took it from your room because you were not ready to face the facts of your inheritance and responsibility then. Did you not wonder why this bauble drew you so?" Tay gasped, and though he did not want to, he said, "I hear a Song sometimes." "That is the Song of your ancestors, of your true family," she said, nodding. "You must not fight it, for it is a song of destiny. It will lead you to do what must be done." "Shut up!" Tay howled, "Everything you say is a lie! You're insane!" Edebah threw the globe to the ground with all her might, shattering it with a deafening retort. The shards melted into the air. All that was left was a small silver ring, simply wrought with a flat crown. The old woman quietly picked it up and handed it to him, while he stood with his back against the door, trembling. "This is your inheritance, as the bearer of the Sixth House." The ring's crown was meant for stamping and sealing official House proclamations. Tay had seen his uncle Triffith's similar ring, crested with the wing which was the seal of House Indoril. This ring was different, with an insect design which he remembered from the day when Kena Gafrisi had taught the House heraldry to Baynarah and him. It was the symbol of the accursed House Dagoth. The Song took over all of Tay's senses. He heard its music, smelled its horror, tasted its sadness, felt its power, and the only thing he could see before him was the flames of its destruction. When he took the ring and placed it on his finger, his mind was not aware of what he was doing. Nor was Tay aware of anything but the Song when he removed his dagger from its sheath and thrust it into his old nursemaid's heart. Tay did not even hear her final words, when Edebah fell bleeding to the ground, and groaned with a blood-streaked smile, "Thank you." When the veil of the Song lifted, Tay did not realize at first he was no longer dreaming. Before him had been flames, the very ones that destroyed the home of his birth, and flames were before him again. But they were flames from a fire he had struck outside the crumbling tenement that were already bursting through walls, consuming the body of his old nursemaid. Tay fled through the streets as people began to call for the guards. DLC2Book1CheapPoisonSong4 | [pagebreak] | The Poison Song Book IV By Bristin Xel [pagebreak]cra sat by the hearth in Tay's room, reading her book by the fire. It concerned some minutiae of theosophy that she did not believe in, but nevertheless found morbidly compelling. When the door opened and she heard Tay enter, she finished the paragraph she was reading before looking up. "I've been here for hours, darling. If I knew you were going to be so late, I would have brought more books," she giggled. When she saw Tay's face and the state of his clothing, her manner lost all frivolity. "What happened to you? Are you all right?" "I've been to see my old childhood nursemaid, Edebah," he said in a strange voice. "It was a sudden change of plans. I hadn't realized she was in Mournhold." "I wish I had known where you were going," she said, rising slowly from her chair. "I would have loved to have met her." "Well, it's too late now. I've killed her." Acra inhaled deeply, studying Tay's frozen face. She took his hand. "Perhaps you ought to tell me everything." Tay let his beloved lead him to the hearth, where he sat blinking at the fire. He looked down at the silver ring on his finger. "Before I killed her, she gave me this. It's the sealing ring of the House Dagoth. She told me I was the bearer of the inheritance, and the Song I hear all the time in my head, the one that called me to kill another boy when I was young, and then Edebah herself, is the Song of my ancestors." Tay fell silent. Acra knelt by his side, stroking his ringed hand. "Tell me more." "My tutor Kena Gafrisi taught us that the House Dagoth was a curse on Morrowind. He said that when they were all destroyed at the end of the War, the very earth itself breathed in relief," Tay closed his eyes. "I can see the obliteration. I can even hear it in the Song. Edebah told me that the five Houses adopted the orphan children of Dagoth, raising them in their own traditions. I thought she was mad or a liar, but the real lie was all those years I thought my family was House Indoril." "What are you going to do?" Acra whispered. "Well, Edebah told me to follow the Song to my destiny," Tay laughed bitterly. "But the Song led me to kill her, so I don't know if she'd still give me that recommendation now. I know that I need to leave Mournhold. Before I knew what I was doing, I set a fire in her tenement. The guards were called. I just don't know where I'd go." "You have many friends to shield you if you prove yourself to be the new leader of the return of the Sixth House," Acra kissed the ring. "I will help you find them." Tay stared at her. "Why would you help me?" "When you thought I was your cousin of the House Indoril, you did not mind having me though it might well have been incestuous," Acra replied, meeting his eyes. "I have heard the Song too. It is not as strong with me as it was with you, but I never chose to ignore it. It taught me more than the ridiculous Temple priests and priestesses ever could. I knew that my true name was Dagoth-Acra, and I knew that I had a brother." "No," Tay said through gritted teeth. "You're lying." "You are Dagoth-Tython." Tay shoved Acra hard against the wall and ran from the room. As he fled through the hall, he heard the sound of Kalkorith's footfall on the stairs behind him, a percussive instrument in the Song that was rising in his heart and head "Cousin," the senior initiate was saying. "Have you heard about the fire--" Tay unsheathed his dagger and turned, burying it to the hilt in Kalkorith's throat. "Cousin," he hissed. "I am not your cousin." The streets of Mournhold were lit by the red glow of the tenement fire, spreading through the tight alleyways by a steady and intense gust of wind. It was as if Dagoth-Ur himself was looming over the city, fanning the flames his heir had struck. A House guard, running toward the blaze, stopped at the sight of Tay, standing uncertainly, swaying, before the front door of Kalkorith's house, a bloodied blade in his hand. "What you done, serjo?" Tay ran for the forest, his cape whipping behind him by the force of the howling wind. The guard clambered after him, sword drawn. He had no need to investigate the house to see the murder. He knew. For hours, Tay raced through the wilderness, the Song pushing him onward. The sound of his pursuer faded away. At last, the trees thinned, and he saw nothing before him but air and water. A cliff, a hundred foot long plunge into the Inner Sea. The Song told him no. It pulled him north, sweetly promising a place to rest among friends. More than friends -- people who would worship him as the heir of Dagoth. As he slowly walked toward the edge of the cliff, the Song became more threatening, warning him not to seek to avoid his fate. There was no escape in death. Tay spat a curse upon his House and threw himself head first over the cliff. It was another glorious day on the island of Gorne, the first one in weeks that Baynarah could truly enjoy. Uncle Triffith had important company, Housemen from far away, and she had been required to attend every dinner, every meeting, every ceremony. As a child, she remembered, she had hoped for some attention. Now nothing was more blissful than time away from her duties. There was only one thing she wanted to do that she had to do indoors, and that was writing a letter to her cousin. But that could wait until the evening, she told herself. After all, he had not written her in many days. It was the influence of that girl, Acra. Not that she seemed disagreeable, but Baynarah knew how one's first love can be all-consuming. At least, she had read about it. As she walked idly through the wildflower meadow, Baynarah was so distracted with her thoughts that she did not hear her maid Hillima calling. She was quite startled when she turned to see the young servant running up. "Serjo," she said, breathlessly. "Please come! Someone has washed up on the shore! It's your cousin, Serjo Indoril-Tay!" DLC2Book1CheapPoisonSong5 | [pagebreak] | The Poison Song Book V By Bristin Xel [pagebreak]or two days, the House healers attended Tay in his bed, and Baynarah sat by his side, holding his hand. He was feverish, neither asleep nor awake, screaming at invisible phantoms. The healers complimented the young man's fortitude. Bodies had washed ashore on the island of Gorne several times, many during the War, but never once had they seen one that lived afterwards. Aunt Ulliah came in several times to bring Baynarah food: "You must be careful, dear, or when he's all well, he'll have to attend you on your sickbed." Tay's fever broke, and at last he was able to open his eyes and see the young woman with whom he had spent seventeen years, all but the first year of his life. She smiled at him, and called for food. In silence, she helped him eat. "I knew you wouldn't die, cousin," she whispered fondly. "I hoped to, but somehow I knew I wouldn't either," he groaned. "Baynarah, do you remember all those nightmares I told you about? They're all true." "We can talk about it when you've rested some more." "No," he croaked. "I must tell you everything now, so you'll know what kind of a monster you call your dear cousin Tay. If there was some way you could have known before, you might not have been so eager to see me well again." A tear rolled Baynarah's cheek. She had grown into a beauty, even in the few months he had been away in Mournhold. "How can you think I would stop loving you, no matter what you've done?" "I saw my old nursemaid Edebah, and spoke to her." "Oh," Baynarah had feared this moment. "Tay, I don't know what she told you, but it was all my fault. You remember when Kena Grafisi taught us about the House Dagoth, and its corruption. That night, I saw your nursemaid making some kind of altar out on the north lawn, using the symbol of the Sixth House. She must have been doing it for years, but I never knew what it meant. I told Uncle Triffith, and he sent her away. I've wanted to tell you so many times now, but I was afraid to. She was so devoted to you." Tay smiled. "And didn't it frighten you even more to wonder if there was any connection between her devotion to me, and her devotion to the accursed House? I know you, Baynarah. You're not one of those women who doesn't choose to use her mind." "Tay, I don't know what she told you, but I think she was very troubled, and whatever she thought about you and the Sixth House was wrong. You have to remember that. The ramblings of one madwoman are proof of nothing." "There's more," Tay sighed, and held up his hand. For a moment he blinked, and then turned to Baynarah angrily. "What happened to my ring? If you saw it, you must have known already that everything I'm saying to you is true." "I threw the filthy thing away," Baynarah stood up. "Tay, I'm going to let you rest now." "I am the heir of House Dagoth," Tay was wild-eyed, almost screaming. "Raised after the War as House Indoril, but driven by the Song of my ancestors. When we were young, I killed Vaster because the Song told me he had stolen my inheritance. When Edebah told me who I was and gave me this ring, I killed her and burned her house to the ground, because the Song told me she had served her purpose. When I returned to Kalkorith's house, my love was there, telling me that she was of the House Dagoth too, and my sister. I fled, and when Kalkorith tried to stop me, I slew him, because the Song told me he was an enemy." "Tay, stop," Baynarah sobbed. "I don't believe a word of it. You've been feverish..." "Not Tay," he shook his head, breathing heavily. "The name my parents gave me was Dagoth-Tython." "You can't have killed Edebah, you loved her. And Vaster and Kalkorith? They were our cousins!" "They were not my true cousins," Tay said coldly. "The Song told me they were my foes. Just as it's telling me now that you're my foe, but I won't listen. And I'll keep from listening... as long as I can." Baynarah fled from the room, slamming the door behind her. She took a key from the her startled maid Hillima, and secured the lock. "Serjo Indoril-Baynarah," Hillima whispered, with great sympathy. "Is all well with your cousin, Serjo Indoril-Tay?" "He'll be perfectly fine once he rests," Baynarah recovered her dignity, wiping the tears from her face. "No one is to disturb him under any circumstances. I'll take the key with me. Now I have much work to do. I don't suppose anyone's spoken to the fishermen about restocking Sandil House's supplies?" "I don't know, serjo," said the maid. "I don't think so." Baynarah marched down to the docks, and relieved her troubled heart the only way she knew how, by concentrating on small things. Tay's words never left her, but she found temporary comfort talking to the fishermen about their haul, helping determine how much should be smoked, how much should be sent to the village, how much should be delivered fresh to the House larder. Her aunt Ulliah joined the discussion, oblivious to Baynarah's well-disguised agony. Together, they discussed how many provisions Uncle Triffith and his commanders had devoured during their weeks on the island, when they would be expected to return, and how best to prepare. One of the fishermen on the docks called out, interrupting. "A boat is coming!" Ulliah and Baynarah greeted the visitor as she arrived. It was a young woman dressed in the robes of a Temple priestess. As she docked her small boat, Baynarah marveled at how beautiful she was, and strangely familiar. "Welcome to Gorne," said Baynarah. "I am Indoril-Baynarah and this is my aunt Indoril-Ulliah. Have we met before?" "I don't believe so, serjo," the woman bowed. "I was sent by the Temple to inquire whether word had come from your cousin, Indoril-Tay. He has been missing from his classes for some days now, and the priests have become concerned." "Oh, we should have sent word," Ulliah fretted. "He came here a few days ago, half-drowned. He's better now. Let us escort you up to the house." "Tay's resting now, and I asked that he not be disturbed," Baynarah stammered. "Actually, I know it's dreadful manners, but I need to talk to my aunt for a moment. Would it be too terrible if I asked you to wait for us at the house? You have only to follow the path up the hill and across the lawn." The priestess bowed again humbly, and began the walk. Ulliah was scandalized. "You know better than to treat a representative of the Temple that way," she snapped. "You can't be so exhausted from tending your cousin to have lost all sense of civility." "Aunt Ulliah," Baynarah whispered, drawing the woman away from the ears of the fishermen. "Is Tay truly my cousin? He believes himself to be ... of the House Dagoth." Ulliah took a moment to respond. "It's true. You were just a baby yourself during the War, so you couldn't know what it was like. There was not a part of Morrowind that wasn't ravaged. There was even a battle here on the island. Do you remember that burned pile of wreckage you and Tay and poor little Vaster discovered so many years ago? That was the remains. And after the War, when that accursed House was finally defeated, we saw the little innocents, the orphans whose only crime had been born to wicked parents. I admit there were some in our armies, the combined forces of the Houses, who would have had them all slaughtered to annihilate the legacy of Dagoth. In the end, compassion prevailed, and the children of the Sixth House were adopted into the other five. And so we thought that we had won the war and the peace." "By the Mother, Lord, and Wizard, if all that Tay believes is true, then there is no peace," Baynarah trembled. "He claims that the Song of his ancestors called to him, and forced him to slay three people, two of them our Housemen. Cousin Kalkorith and ... when he was a little boy ... Vaster." Ulliah held her hands over her tearful face and could not speak. "And it is only beginning," said Baynara. "The Song still calls to him. He said there were others who knew, who would help him raise up the Sixth House. His sister..." "It must be an evil fantasy," Ulliah murmured. She noticed that Baynarah's gaze was now upon the path leading from the docks towards the house. "Niece, what are you thinking?" "Did that priestess give us her name?" The two women ran up the path, calling for guards. The fishermen, who had never seen the mistresses of the house so undone, looked briefly at one another and then followed quickly behind, pulling out their hooks and blades. The front gate to Sandil House stood wide open, the first of the corpses lying close within. It was now an abattoir, painted fresh with blood. There was Aner, uncle Triffith's valet, gutted but still seated at the foyer table where he had been enjoying his afternoon glass of flin. Leryne, one of the chambermaids, had been decapitated while carrying some once-clean linens up the stairs. The bodies of guards and servants sprawled about the hall like blown leaves. At the top of the stairs, Baynarah had to hold back a sob when she saw Hillima. She lay like a broken doll, slain as she tried to pull herself out onto the narrow window ledge. No one spoke, not Baynarah, nor Aunt Ulliah, nor the fishermen, as they walked slowly through the blood-drenched house. They passed Tay's sick-room, its door broken open, and no one within. When they heard the sound of footsteps in Baynarah's room down the hall, they approached slowly, cautiously, with great dread. The priestess from the docks was standing by the bed. In her hand was the silver ring Baynarah had taken from Tay's finger. In her other hand was a long, curved blade, splashed like her once pristine gown, with gore. She smiled prettily and bowed when she saw she was no longer alone. "Acra, I should have recognized you by Tay's description in his letters," Baynarah said in her steadiest voice. "Where is my cousin?" "I prefer to call myself Dagoth-Acra," she replied. "Your false cousin, my true brother, has already gone to fulfill his destiny. I'm sorry you were not here so he could give you a more permanent farewell." Baynarah's face twisted in fury. She motioned for the fishermen, who advanced with their weaponry. "Tear her apart." "The Sixth House will rise again, and Dagoth-Tython will lead us!" Acra laughed. Her words were still echoing as she gave the sign of Recall and vanished like a ghost. DLC2Book1CheapPoisonSong6 | [pagebreak] | The Poison Song Book VI By Bristin Xel The magnificent sprawl of the stronghold of Indoranyon was aglow in the light of the setting sun. Commander Jasrat watched it slowly disappear into the horizon as he led the caravan southwestward. It was a strange practice for him to lead a night operation, but scarcely more bizarre than anything else he was facing. He was only seventy years of age, far from old for a Bosmer, and yet he felt like he belonged to another era. He had known the land of east Vvardenfell his entire life. Every forest, every garden, every small village between Red Mountain and the Sea of Ghosts had been home to him. But now it was all different, twisted into a world he did not recognize since the eruption and the year of Sun's Death. It made night travel all the more treacherous, but it was a risk he was ordered to take. The ashmire appeared quite suddenly. If a sharp-sighted scout hadn't seen it and given the signal, the entire caravan might have been swallowed whole. Jasrat cursed. It had not been on the map, but that was hardly surprising. It was a huge unnamed scathe stretching as far as anyone could see. The commander considered his options. He might lead his party to the southeast toward Tel Aruhn and then try an approach due west. As he consulted his map, he noticed a glimmer of a campfire in the distance. Accompanied by his lieutenants, Jasrat drove his guar forward to investigate what appeared to be an Ashlander man and woman. "This is no longer your realm," he bellowed. "Don't you know it's been ruled by the Temple that these are House lands now?" The couple shuffled to their feet, and began quietly walking away, toward a narrow ridge between hill and ashmire. Jasrat called them back. "Do you know a way around the scathe?" he asked. They nodded, their eyes still to the ground. Jasrat signaled to his caravan. "You will lead us then." It was a treacherous winding crossing, almost too tight for the guars. The wagons themselves scraped as the drivers pulled to avoid the ashmire. The Ashlander man and woman whispered to one another as they led the caravan. "What are you mumbling about, n'wah?" Jasrat hollered. The man did not turn around. "My sister and I were talking about the Dagoth rebellion, and she was guessing that you were bringing arms to the stronghold at Falensarano, which is why you chose to cross the ashmire rather than taking a road." "I might have known," Jasrat laughed. "You Ashlanders are so hopeful whenever you see signs of trouble in the Houses and the Temple. I hate to dampen your spirits, but what you're speaking of is hardly a rebellion. Merely a few isolated incidents of... unpleasantness. Tell your sister that." As they plodded onward, the narrow ridge began to taper even more. The Ashlanders found a low jagged crevasse in the hills, a crack from a lava flow even predating Sun's Death. The caravan scored the rock walls at it moved through. Commander Jasrat, after twenty years of uncertainty in a land he did not understand, felt a twinge of his old instinct. This, he thought to himself, would be a fine place for an ambush. "Ashlander, how close are we?" he shouted. "We've arrived," Dagoth-Tython replied, and gave the signal. The assault was over in mere minutes, as it had been calculated from the start. When the last body of the House guard had sunk beneath the ashmire, only then was the inventory of the caravan revealed. It was better than they had hoped, virtually everything the rebellion needed. Daedric swords, dozens of suits of armor, quivers of fine ebony bolts, and rations enough to last for weeks. "Go on ahead to the camp," Tython smiled at his sister. "I'll lead the caravan. We should be there within a few hours' time." Acra kissed him passionately, and gave the sign of Recall. In an instant, she was back in her tent, exactly as she had left it. Humming the Song, she removed the Ashlander rags and chose an appropriately diaphanous gown from her trunks. Precisely the sort of dress Tython would love seeing her in when he returned. "Muorasa!" she called to her servant. "Summon the troops together! Tython and the others will be here very soon with all the weapons and rations we need!" "Muorasa can't hear you now," said a voice Acra hadn't heard in weeks. She turned, expertly removed every trace of surprise from her face. It was indeed Indoril-Baynarah, but not the quivering creature she had left behind at the massacre at Sandil House. This woman was an armored warrior, who spoke with mocking confidence. "She wouldn't be able to summon the troops if she could. You may have weapons and rations, Acra, but there's no one left to arm or feed." Dagoth-Acra made the sign of Recall, but nothing happened. "The moment we heard you banging around in the tent, my battlemages cast a diffusion of all magicka," Baynara smiled, opening the tent further to invite a dozen House soldiers in. "You won't be leaving." "If you think that my brother will walk into your trap, you underestimate his allegiance to the Song," Acra sneered. "It tells him everything he needs to know. I have convinced him to no longer fight it, and let it lead him and us to our ultimate victory." "I've known him longer and better than you ever did," said Baynarah coldly. "Now, I want to hear what the Song is saying to you. I want to know where I can find Tay." "Tython, my lady," Acra corrected her. "He is no longer a slave to your House and the Temple's lies. You can torture me all you wish, but I swear to you the next time you see him, it will be because he wishes it, not you. And that will be your very last moment alive." "Don't you worry, serjo," Baynarah's nightblade winked at her. "Everyone says they won't break under torture, but everyone always does." Baynarah left the tent. It was all a part of warfare, she understood that, but there would be little relish in witnessing it. She could not even watch as the House soldiers disposed of the rebel corpses. She had hoped she would grow numb to the bloodshed after weeks of following Tython and Acra, massacre after massacre. It didn't matter to her that now the bodies were of her enemies. Death was still death. She had only been in her tent for a few minutes when her nightblade appeared. "Not so tough as she appeared, that one," he grinned. "In point of fact, all I had to do is ask her nice and point my dagger at her belly, and she was blubbering everything. Not too surprising really. It's always the ones that talk big that crumble fast. I remember way back a couple years ago, before you was even born -" "Garuan, what did she say?" Baynarah asked. "The Song, whatever that is, told her brother that she got herself caught, and not to return to camp," the nightblade replied, only a trifle annoyed at having his fascinating story cut short. "He's got a half dozen mer with him, and they're going to try to assassinate the fella that led the Indoril army in the War. General Indoril-Triffith." "Uncle Triffith," Baynarah gasped. "Where is he stationed now?" "I'm not sure myself, serjo. Do you want me to ask if she knows?" "I'll come with you," said Baynarah. As they walked towards Acra's tent, cries of alarm sounded. The situation became abundantly clear even before they reached the site. Three guards were dead, and the prisoner had escaped. "Interesting woman," said Garuan. "Weak heart, but a strong arm. Should we send word of warning to General Indoril-Triffith?" "If we can find where he is in time," said Baynarah. DLC2Book1CheapPoisonSong7 | [pagebreak] | The Poison Song Book VII By Bristin Xel [pagebreak]riffith stood on the parapets of Barysimayn and considered the volcano. Metaphors the poets used fell rather flat in his view. A festering wound it could be called with its blood-like lava. The King of Ash, too, could be applied, when one looked at its perpetual crown of smoke. And yet, none of that would do, for nothing in his experience could convey the sheer magnitude of the mountain. Red Mountain was many miles away from the fortress, and yet it filled the horizon utterly. Before he could feel too small, however, he heard his name being called within. It was some consolation that though he was insignificant compared to the mountain, he was still in possession of certain power and influence. "General Indoril-Triffith," said Commander Rael. "There's trouble at the east gate." The trouble was scarcely more than a skirmish. An Ashlander, drunk perhaps on shein, had begun a fight with the House guards at the back gate. As they tried to drive him away, his cousins joined him, and soon there were six Ashlanders altogether brawling with a dozen of Triffith's guards. If the n'wahs had not been well-armed, the fight could have been finished almost before it began. As it was, by the time the General arrived with more of his guards, two of the Ashlanders were dead and the others had taken flight. "It's the smoke in their brains," Rael shrugged. "Makes them mad." Triffith climbed back up the stairs and returned to his chamber to dress for dinner. General Redoran-Vorilk and Counselor Hlaalu-Nothoc would be arriving very shortly to discuss the Temple's plans for reorganizing the House lands of Morrowind. Mournhold was to be renamed Almalexia. A great new city in honor of Vivec was to be built, but with whose gold? It made his head hurt. There were so many details, a long night of argument, threats, and compromises were ahead. The General's mind was so occupied that he nearly put his House robes on backwards. He also did not notice the shadowy figure steal out from behind the tapestry and close the door to the bedchamber. It was not until Triffith heard the sound of the latch-bolt fall that he turned around. 'Slipped in when I was distracted by the fracas at the back gate. Very clever, Tay," he said simply. "Or do you call yourself Dagoth-Tython these days?" "You should know all my names," the young man snarled, unsheathing his sword. "I was Tython before you butchered my family and sought to dispel my tribe. I was Tay when you brought me into your House to poison me against my own people. Now you may call me Vengeance." There was a knock on the door. Tython and Triffith did not move their eyes from one another. The knocking became a loud pounding. "General Indoril-Triffith, are you well? Is there something wrong?" "If you're going to kill me, boy, you'd best do it quickly," Triffith growled. "My men will have that door down in two minutes." "You don't tell me what to do, 'Uncle,'" Tython shook his head. "I have the Song of my ancestors to instruct me. It tells me you made my father beg for his life before you killed him, and I want to see you do the same." "If your ancestors are all-knowing," Triffith smiled. "Why are they all dead?" Tython made an inhuman noise in the back of his throat and advanced. The door began to buckle at the pounding, but it was sturdy and secure. The general's estimate of its life expectancy at two minutes seemed clearly erroneous. The pounding suddenly stopped. A familiar voice replaced the sound. "Tay," called Baynarah. "Listen to me." Tython smirked, "You're just in time to hear your uncle beg for his miserable life, 'cousin.' I was afraid you'd be too late. The next sound you'll hear will be the death rattle of the man who slaved my House." "The Song is what's enslaved you, not Uncle Triffith. You can't trust it. It's poisoning you. It let you be manipulated first by that mad old woman, and now by that evil witch Acra who calls herself your sister." Tython pressed the tip of his sword so it touched the general's throat. The older man stepped backwards and Tython advanced. His eyes followed the length of his arm to the grip of the blade. The silver ring of Dagoth caught the red light of the volcano from the battlements outside the window. "Tay, please don't hurt anyone anymore. Please. If you just listen to me, and not the Song just a moment, you'll know what's right. I love you." Baynarah stifled her sobs to keep her voice clear and calm. There was a noise on the stairwell behind her. The general's guard had finally arrived with the battering ram. The door splintered and burst open in two strikes. General Indoril-Triffith was holding his throat, staring out the window. "Uncle! Are you all right?" Baynara ran to him. He nodded his head slowly, and removed his hand. There was only the barest of scratches on his neck. "Where's Tay?" "He jumped out the window," said Triffith, pointing out into the distance where a figure was riding a guar toward the volcano. "I thought he was going to kill himself, but he had an escape figured out." "We'll get him, serjo general," said Commander Rael, calling to the guards to get their mounts. Baynarah watched them go, and then kissed her uncle quickly and ran out to her own guar in the courtyard. Sweat drenched Tay's body as he rode closer and closer toward the summit of Red Mountain. The guar was breathing hard, trudging along even more slowly, letting out little grunts of complaint about the heat. Finally, he abandoned his steed and began to climb the near vertical surface. Ash blew down the face of the volcano into his eyes. Near-blind, it was almost impossible to ignore the persistent, clamorous notes of the Song. A silken stream of crimson lava studded with crystalline formations surged a few feet away, close enough that Tay could feel his flesh begin to burn and blister. He turned from it, and saw a figure emerge through the smoke. Baynarah. "What are you doing, Tay?" she cried over the howl of the volcano. "Didn't I tell you not to listen to the Song?" "For the first time, the Song and I both want the same thing!" he yelled back. "I can't ask you to forgive me, but please try to forget!" He pulled himself higher, out of Baynarah's sight. She screamed his name, scaling the rocks until she found she was close to the open crater. Waves of boiling gas washed over her, and she dropped to her knees, gasping. Through the rippling miasma, she saw Tay standing at the mouth of the volcano. Flames erupted from his clothes and hair. He turned to her just for a moment and smiled. Then he leapt. Baynarah was in a daze as she began the long, treacherous climb down the volcano. She began to think of the projects ahead. Were there enough provisions in storage at her house in Gorne for the meeting of the Houses? The councilors were bound to stay there for weeks, maybe months. There was much work to be done. Slowly, as she descended, she began to forget. It would not last, but it would be a start. Dagoth-Acra stood as near to the mouth of the volcano as she could stand, blinking her eyes at the ash, soaked by the heat. She watched all, and smiled. On the ground was the silver ring with the seal of the House Dagoth. Tython had been sweating so much, it had slipped off. She picked it up and put it on her own finger. Touching her belly, she heard a new refrain of the Poison Song of Morrowind begin. DLC2Book2CommonBonePartI | [pagebreak] | Bone, Part I By Tavi Dromio [pagebreak] "It seems to me," said Garaz, thoughtfully looking into the depths of his flin. "That all great ideas come from pure happenstance. Take for instance, the story I told you last night about my cousin. If he hadn't fallen off that horse, he never would have become one of the Empire's foremost alchemists." It was late one Middas night at the King's Ham, and the regulars were always especially inclined toward philosophy. "I disagree," replied Xiomara, firmly but politely. "Great ideas and inventions are most often formed slowly over time by diligence and hard work. If you'll recall my tale from last month, the young lady -- who I assure you is based on a real person -- only recognized her one true love after she had slept with practically everyone in Northpoint." "I put it to you that neither is the case," said Hallgerd, pouring a topper on his mug of greef. "The greatest inventions are created by extraordinary need. Must I remind you of the story I told some time ago about Arslic Oan and the invention of bonemold?" "The problem with your theory is that your example is entirely fictional," sniffed Xiomara. "I don't believe I remember the story of Arslic Oan and the invention of bonemold," frowned Garaz. "Are you sure you told us?" "Well, this happened many, many, many years ago, when Vvardenfell was a beauteous green land, when Dunmer were Chimer and Dwemer and Nord lived together in relative peace when they weren't trying to kill one another," Hallgerd relaxed in his chair, warming to his theme. "When the sun and moons all hung in the sky together--" "Lord, Mother, and Wizard!" grumbled Xiomara. "If I'm going to be forced to hear your ridiculous story again, pray don't embellish and make it any longer than it has to be." This all happened in Vvardenfell quite some time ago (said Hallgerd, ignoring Xiomara's interruption with admirable restraint) during an era of a king you would never have heard of. Arslic Oan was one of this king's nobles and very, very disagreeable fellow. Because of his allegiance to the crown, the king had felt the need to grant him a castle and land, but he didn't necessarily want him as a neighbor so the land he granted was far from civilization. Right in an area of Vvardenfell that is, even today, not quite civilized to this day. Arslic Oan built a walled stronghold and settled down with his unhappy slaves to enjoy a quiet if somewhat grim life. It was not long before his stronghold's integrity was tested. A tribe of cannibalistic Nords had been living in the valley for some time, mostly dining on one another, but occasionally foraging what they liked to call dark meat, the Dunmer. Xiomara laughed with appreciation. "Marvelous! I don't remember that from before. It's funny how you don't hear much about the Nords' rampant cannibalism nowadays." This was obviously, as I've said, quite some time ago (said Hallgerd, glaring at part of his audience with civil malevolence) and things were in many ways quite different. These cannibalistic Nords began attacking Arslic Oan's slaves in the fields, and then slowly grew bolder, until they held the very stronghold itself under siege. They were quite a fearsome sight you can imagine: a horde of wild-eyed men and women with dagger-like teeth filed to tear flesh, wielding massive clubs, cloaked only in the skins of their victims. Arslic Oan assumed that if he ignored them, they'd go away. Unfortunately, the first thing that the Nords did was to poison the stream that carried water into the walled stronghold. All the livestock and most of the slaves died very quickly before this was discovered. There was no hope of rescue, at least for several months when the king's emissaries would come reluctantly to visit the disagreeable vassal. The next closest source of water was on the other side of the hill, so Arslic Oan sent three of his slaves with empty jugs to bring some back. They were beaten with clubs and eaten before they were a few feet outside the stronghold gates. The next group he sent through he gave sticks to defend themselves. They made it a few feet farther, but were also overwhelmed, beaten, and devoured. It was obvious that better personal defensive was required. Arslic Oan went to talk to his armorer, one of his few slaves with specific talents and duties. "The slaves need armor if they're going to make it to the river and back," he said. "Collect every scrap of steel and iron you can find, every hinge, knife, ring, cup, everything that isn't needed to keep the walls sturdy, smelt it, and give me the most and the best armor you can, very, very quickly." The armorer, whose name was Gorkith, was used to Arslic Oan's demands, and knew that there could be no compromise on the quality and quantity of the armor, or the speed at which he worked. He labored for thirty hours without a break - and, recall, without any water to slake his thirst as he struggled with the kiln and anvil - until finally, he had six suits of mixed-metal armor. Six slaves were chosen, clad in the armor, and sent with jars to collect river water. At first, the mission progressed well. The Nord attacked the armored slaves with their clubs, but they continued their march forward, warding off the blows. Gradually, however, the slaves seemed to be walking uncertainly, dazed by the endless barrage. Eventually, one by one, they fell, the armor was peeled from their bodies, and they were eaten. "The slaves couldn't move quickly enough in that heavy armor you made," said Arslic Oan to Gorkith. "I need you to collect all the cadavers of the poisoned livestock, strip their skin, and give me the most and the best leather armor you can, very, very quickly." Gorklith did as he was told, though it was a particularly repulsive task given the rancid state of the livestock. Normally it takes quite a time to treat and cure leather, so I understand, but Gorklith worked at it tirelessly, and in a half a day he had twelve suits of leather armor. Twelve slaves were chosen, clad in the armor, and sent with jars to collect river water. They progressed, at first, much better than the earlier expedition. Two fell almost immediately, but the others had some luck out-maneuvering their assailants while deflecting an occasional blow of the club. Several got to the river, three were able to fill up their jars, and one fellow very nearly made it back to the stronghold gates. Alas, he fell and was eaten. The Nords possessed a remarkably healthy appetite. "What we need before I completely run out of slaves," said Arslic Oan thoughtfully to Gorkith. "Is an armor sturdier than leather but lighter than metal." The armorer had already considered that and taken stock of the materials available. He had thought about doing something with stone or wood, but there were practical problems with demolishing more of the stronghold. The next most prevalent stuff present in the stronghold was skinned dead bodies, hunks of muscle, fat, blood, and bone. For six hours, he toiled relentlessly until he produced eighteen suits of bonemold, the first ones ever created. Arslic Oan was somewhat dubious at the sight (and smell) but he was very thirsty, and willing to sacrifice another eighteen slaves if necessary. "Might I suggest," Gorklith queried tremulously, "Having the slaves practice moving about in the armor, here in the courtyard, before sending them to face the Nords?" Arslic Oan coolly allowed it, and for a few hours, the slaves wandered about the stronghold courtyard in their suits of bonemold. They grew used to the give of the joints, the rigidity of the backplate, the weight pushed onto their shoulders and hips. They discovered how to plant their feet slightly askew to keep their balance steady; how to quickly turn, pivoting without falling down; how to break into a run and stop quickly. By the time they were sent out of the castle gates, they were easily very nearly almost amateurs in the use of their medium weight armor. Seventeen of them were killed and eaten, but one made it back with a jar of water. "It's perfect nonsense," said Xiomara. "But my point is still valid even so. Like all great inventors, even in fiction, the armorer worked diligently to create the bonemold." "I think there was a good deal of happenstance as well," frowned Garaz. "But it is an appalling story. I wish you hadn't told me." "If you think that's appalling," grinned Hallgerd. "You should hear what happened next."DLC2Book2CommonBonePartII | [pagebreak] | Bone, Part II By Tavi Dromio [pagebreak] "What do you mean the story gets more appalling?" Garaz was incredulous. "How in Boethiah's name could it get more appalling?" "It's a ruse," Xiomara scoffed, ordering two more mugs of greef and a glass of flin for Garaz. "How much worse can a tale get which prominently features cannibalism, abuse of slaves, and the regular placement of rotting animal carcasses?" "Don't you dare dare me," growled Hallgerd, annoyed by his listeners' lack of appreciation of his prose styling. "Remind me where we were?" "Arslic Oan is the owner of a stronghold under siege by savage, cannibalistic Nords," said Xiomara, keeping a straight face. "After a lot of deaths and several unsuccessful attempts to get water, he had his armorer with the unlikely name of Gorkith outfit his slaves with the first ever bonemold armor. One of them finally makes it back with some water." It was only one jarful of water (said Hallgerd, pulling back in his chair and continuing the tale), and Arslic Oan drank most of it, passing the remains to his dear armorer Gorkith and the last dribbles to the few dozen slaves who still lived. It was hardly enough to sustain health and well-being. Another expedition was necessary, but they had only one suit of bonemold left, as there was only one survivor of the trip. "One out of eighteen slaves made it through the gauntlet of Nords wearing that marvelous bonemold armor of yours," said Arslic Oan to Gorkith. "And one can only carry back enough water for one. Therefore, mathematically, as we have, counting you and me, fifty-six remaining people at the stronghold, we need armor for fifty-four. Since we already have one, you only need to make fifty-three to make the total. That way, three will make it back, with enough water for you and me and whoever's in the best condition to partake. I don't know what we'll do after that, but if we wait, we won't have enough slaves to fetch even a couple days' worth of water." "I understand," whimpered Gorkith. "But how am I going to make the armor? I used all the livestock bones to make the first batch of bonemold." Arslic Oan gave an order which Gorkith fearfully complied with. In eighteen hours - "What do you mean 'Arslic Oan gave an order which Gorkith fearfully complied with'?" asked Xiomara. "What was the order?" "All will be clear," smiled Hallgerd. "I have to chose what to reveal and what to conceal. Such is the way of the tale teller." In eighteen hours, Gorkith had fifty-three suits of bonemail (said Hallgerd, continuing, not really minding the interruption) prepared for the slaves. Without prompting, he ordered the slaves to practice using the armor, and even allowed them more training time than their predecessors. They not only learned how to move and stop quickly in bonemold, but how to adjust their peripheral vision to see a blow before it came, and to sway to dodge, and where the sturdiest reinforcement points on the arm were -- the center of the chest and the abdomen -- and how to position themselves to take blows there, against their natural instincts. The slaves even had time for a mock battle before being sent out among the cannibals. The slaves handled themselves admirably. Very few, just fifteen slaves, were killed and eaten out right. Only ten were killed and eaten when they reached the river. That was when things did not go according to Arslic Oan's plans. Twenty-one slaves with jars of water took off for the hills. Only eight returned to the castle, largely because they were blocked by the cannibal Nords. It was a larger percentage than he had anticipated surviving, but Arslic Oan felt righteous indignation at the paucity of loyalty. "Are you absolutely certain you wouldn't rather flee?" he hollered from the battlements. Finally, he allowed the survivors in. Three had been killed waiting for the gate to open. Two more died almost upon stepping into the courtyard. One was delirious, walking around in circles, laughing and dancing before suddenly collapsing. That meant five jars of water for four people, the two surviving slaves, Arslic Oan, and Gorkith. As the lord of the manor, Arslic Oan took the extra jar, but he was democratic with the others. "You're quite correct," frowned Garaz. "This story is getting more and more appalling." "Just wait," smiled Hallgerd. The next morning (Hallgerd continued) Arslic Oan awoke to a perfectly still and quiet stronghold. There was no murmuring in the corridors, no sound of hard labor in the courtyard. He dressed and surveyed the scene. It appeared that the fortress was utterly deserted. Arslic Oan walked down to the armorer's quarters, but the door was locked. "Open up," said Arslic Oan, patiently. "We need to speak. Thirty out of fifty-four slaves successfully made it to the river and gathered water. Admittedly, some then fled, and a couple didn't survive because I needed to correct their fickleness, but mathematically, that's a fifty-five percent survival rate. If you and I and the two remaining slaves made the next run to the river, we two should survive." "Zilian and Gelo left last night with their armor," cried Gorklith through the door. "Who are Zilian and Gelo?" "The two remaining slaves! They don't remain anymore!" "Well, that's vexing," said Arslic Oan. "Still we must continue on. Mathematically--" "I heard something last night," whimpered Gorklith in a funny voice. "Like footsteps, only different, and they were moving through the walls. And there were voices too. They sounded strange, like they couldn't move their jaws very well, but I knew one." Arslic Oan sighed, humoring his poor armorer: "And who was it?" "Ponik." "And who is Ponik?" "One of the slaves that died when the Nords poisoned our water. One of the many, many slaves that died, and we made use of. He was always a nice, uncomplaining fellow, that's why I noticed his voice above all the others," Gorklith began to sob. "I understood what he was saying." "Which was what?" asked Arslic Oan with a sigh. "'Give me back my bones!'" Gorklith's voice shrieked. There was silence for a moment, and then more hysterical sobbing. "I saw that coming," laughed Xiomara. There was nothing more to be done with the armorer for the time being (said Hallgerd, a trifle annoyed at the regular interruptions), so Arslic Oan stripped one of the dead slaves of his suit of bonemold and put it on. He practiced in the courtyard, impressing himself with his natural comfortably with medium weight armor. For hours, he boxed, feinted, dodged, sprinted, skipped, jumped, and generally cavorted about. When he felt tired, he retired to the shade and took a nap. The sound of the king's trumpet woke him with a start. Night had fallen, and for a moment, he thought he had been dreaming. Then the alarum sounded again, far in the distance, but clear. Arslic Oan leapt to his feet and ran to the ramparts. Several miles away, he could see the emissaries and their vast and well-armed escort approach. They were there early! The cannibal Nords below looked at one another with consternation. Savages they might be, but they knew when a superior force was approaching. Arslic Oan joyously dashed down the stairs to Gorklith's chamber. The door was still locked. He beat on it, cajoling, demanding, threatening. Finally, he found a key, one of the few scraps of metal that had not been smelted days before. Gorklith appeared to be sleeping, but as Arslic Oan approached, he noticed that the armorer's mouth and eyes were wide open and his arms were folded unnaturally behind his back. On closer inspection, the armorer was obviously dead. What was more, his face and whole body were sunken, like an empty pig's bladder. Something moved through the walls, like a footfall only... squishy. Arslic Oan expertly and gracefully turned to face it, completely in balance. At first, it seemed like nothing more than a bubble expanding through one of the cracks in the stone. As more of the flesh-colored gelatinous matter emerged, it more clearly resembled part of a face. A flaccid, almost shapeless face with a low brow and a slack, toothless jaw. The rest of the body oozed out of the crack, a soft bag of muscle and blood. Behind Arslic Oan and to the side, there was more movement, more slaves welling up through the cracks in the stone. They were all around him, reaching out. "Give us," moaned Ponik, his tongue rolling about his hanging jaw. "Give us back our bones." Arslic Oan began to rip off his bonemold, throwing it to the floor. A hundred figures, more, pooled into the small chamber. "That's not enough." The cannibals had cleared away by the time the king's emissaries arrived at Arslic Oan's gates. They had not been looking forward to this visit. It was best, they though philosophically, to begin with the worst of the king's noblemen, so to end their trip well. They sounded the alarum once again, but the gates did not open. There was no sound from Arslic Oan's stronghold. It took a few hours to gain access. If the emissaries had not brought a professional acrobat with them for entertainment, it might have taken longer. The place seemed to be abandoned. They searched every room, until finally they came to the armorer's. There they found the master of the manor, folded neatly, legs behind his head, arms behind the legs, like a fine gown. Not a bone in his body. "The first part of your story was complete nonsense," cried Xiomara. "But now it doesn't hold true on any level. How could bonemold be made again if the armorer who invented it died before he could tell anyone how he did it?" "I said that this was the first time it was created, not the first time people learned the craft." "And when did someone first teach someone else the craft?" asked Garaz. "That, my friends," replied Hallgerd with a sinister smile. "Is a tale for another night."DLC2Book2CommonFiveFarStars | [pagebreak] | The Five Far Stars [pagebreak]his is a volume of verse collected from wise women of the Urshilaku Ashlanders. It consists of verses composed by Ashlander warriors, champions, and ashkhans, committed to memory by the wise women and transmitted down the generations. 'May I shrink to dust' is attributed to the long-dead poet and warrior Zershishi Mus-Manul. Rise from darkness, Red Mountain! Spread your dark clouds and green vapors! Birth earthquakes, shatter stones! Feed the winds with fire! Flay the tents of the tribes from the land! Feed the burned earth with our souls! Yet never shall you have your rule over me. Never shall I tremble or flinch from your power. Never shall I yield my home and hearth. And from my tears shall spring forth The flowers of grassland springs. DLC2Book2CommonHouseofTroubles | [pagebreak] | The House of Troubles [pagebreak]mong the ancient ancestral spirits who accompanied Saint Veloth and the Chimer into the promised land of Morrowind, the four Daedra Lords, Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath, are known as the Four Corners of the House of Troubles. These Daedra Lords rebelled against the counsel and admonition of the Tribunal, causing great kinstrife and confusion among the clans and Great Houses. Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath are holy in that they serve the role of obstacles during the Testing. Through time they have sometimes become associated with local enemies, like the Nords, Akaviri, or Mountain Orcs. Malacath is the reanimated dung that was Trinimac, Malacath is a weak but vengeful god. The Dark Elves say he is Malak, the god-king of the orcs. He tests the Dunmer for physical weakness. Molag Bal is, in Morrowind, the King of Rape. He tries to upset the bloodlines of Houses and otherwise ruin the Dunmer gene pool. A race of monsters, said to live in Molag Amur, are the result of his seduction of Vivec during the previous era. Sheogorath is the King of Madness. He always tests the Dunmer for mental weakness. In many legends he is called upon by one Dunmer faction against another; in half of these stories he does not betray those who called him, further confusing the issue of his place in the scheme of things (can he help us? is he not an obstacle?). He is often associated with the fear other races have of the Dunmer, especially those who, like the Empire, might prove as useful allies. Mehrunes Dagon is the god of destruction. He is associated with natural dangers like fire, earthquakes, and floods. To some he represents the inhospitable land of Morrowind. He tests the Dunmer will to survive and persevere. The worship of these four malevolent spirits is against the law and practice of the Temple. However, the Four Corners seldom fail to discover those greedy, reckless, or mad enough to serve them. By ancient Temple law and custom, and also by imperial law, the lives of witches and warlocks are forfeit, and Imperial garrisons join Ordinators and Buoyant Armigers of the Temple in tracking down and destroying these foul covens in the wilderness refuges and ancient ruins where they conceal their profane worships. DLC2Book2CommonRavenRock01 | [pagebreak] | The History of Raven Rock Volume I by Lyrin Telleno [pagebreak] [pagebreak]Forward Raven Rock is one of the more interesting colonies of Morrowind of the last two centuries. So much has happened to this tiny town in such a short amount of time, and so many lives have been affected by it, I felt it necessary to describe its rich history within these volumes. During my research, I lived in Raven Rock for almost three years, and I got to know many of my fellow Dunmer who call Raven Rock their home. I hope that my readers will appreciate the amount of fortitude and perseverance that it must take to endure life in such an inhospitable and untamed land. [pagebreak] aven Rock was founded in 3E 427 by the East Empire Company in response to the discovery of a rich ebony mine on the southern edge of the island of Solstheim. The construction of the town took several months, and the mine immediately started yielding ebony ore that the miner's shipped to Windhelm in Skyrim. By 3E 432, the town was home to over thirty people, all of whom depended on the mine for their livelihood. At this time, Raven Rock was almost exclusively inhabited by Imperials and a few Nords who were drawn to the mine's wealth. When the Oblivion Crisis arose in 3E 433, Raven Rock remained largely untouched by Mehrunes Dagon's forces and work continued as usual. The bulk of the Imperial Guard that was stationed in Raven Rock was recalled to Cyrodiil to fight the invading forces, but a few soldiers remained behind in order to protect the ebony mine from bandits. It's uncertain whether any Oblivion Gates ever opened on Solstheim, as there appears to be no record of such an event ever occurring there. In the first year of the Fourth Era, after the destruction of Ald'ruhn, many of the Dunmer Great Houses sent out small groups of their own to seek places to reestablish themselves. House Redoran's group was led by Brara Morvayn who immediately struck out for Solstheim. After some quick negotiations with the East Empire Company (and some speculate quite a bit of coin changing hands), Brara's group was allowed to settle in Raven Rock where they quickly became a part of the mining colony's way of life. The Dunmer proved to be both hard-working and reliable when it came to working in the mines, impressing the East Empire Company and solidifying their relationship. All was going quite well until that fateful day in 4E 5 when the Red Mountain suddenly erupted, sending a massive blast across the Sea of Ghosts that struck Solstheim with its full fury. Raven Rock was heavily damaged by this wave of force, which toppled several of its stone structures and obliterated many of the wooden ones. Ironically, the mine once again proved to be the town's saving grace, as most of the population of Raven Rock was working underground at the time, and was completely shielded from the blast. This event wasn't without cost, however. Raven Rock was heavily dependent on nearby Fort Frostmoth for its defense, but the eruption had almost completely wiped it from the face of Solstheim. The few soldiers that survived took residence in Raven Rock itself and attempted to set up a makeshift garrison there, but these scant few were hardly a match for potential threats to their town. With the East Empire Company's permission, Brara brought in some of House Redoran's elite "Redoran Guard" to fill the void. The guard proved to be an ideal replacement for the fallen Imperial soldiers and have been guarding the town ever since. DLC2Book2CommonRavenRock02 | [pagebreak] | The History of Raven Rock Volume II by Lyrin Telleno [pagebreak] [pagebreak]Forward Raven Rock is one of the more interesting colonies of Morrowind of the last two centuries. So much has happened to this tiny town in such a short amount of time, and so many lives have been affected by it, I felt it necessary to describe its rich history within these volumes. During my research, I lived in Raven Rock for almost three years, and I got to know many of my fellow Dunmer who call Raven Rock their home. I hope that my readers will appreciate the amount of fortitude and perseverance that it must take to endure life in such an inhospitable and untamed land. [pagebreak] fter a few years, the relentless ash storms from the ever-erupting Red Mountain had transformed Solstheim's southern reaches into pure ash wastes reminiscent of those present on Vvardenfell itself. The storms would leave behind deep dunes of ash that made life exceedingly difficult in Raven Rock. In order to protect the town from these drifts, Brara Morvayn proposed that the East Empire Company construct a large wall of her own design to protect the east end of town. The company quickly agreed and provided the necessary funds. After almost a year, the construction was complete and the huge edifice was named "The Bulwark." The wall proved to be extremely effective and allowed work to continue unabated in the mines. In 4E 16, when Solstheim was passed into the hands of the Dunmer people, the East Empire Company was forced to relinquish Raven Rock's control to House Redoran. The Council quickly named Brara Morvayn as councilor of their new town, and allowed her to rule Solstheim as she saw fit. As a result of this changing of the guard, almost the entire Imperial population left Raven Rock and returned to Cyrodiil. Brara continued to welcome the Dunmer that elected to settle on Solstheim. Some chose to stay in Raven Rock to work in the mines, and other took to more familiar territory and began a nomadic lifestyle in the ash wastes. The next few decades were the golden years for Raven Rock. Brara Morvayn was keeping the peace, the mines were still producing large quantities of ebony and the Dunmer that lived on the island were happy. After almost fifty years of prosperity, in 4E 65, Brara Morvayn finally succumbed to old age and passed away. She was interred in the family's ancestral tomb and her son, Lleril Morvayn, took her place. The people who had lived in Raven Rock during Brara's time as councilor were pleased to discover that Lleril shared his mother's notions of rulership. He was fair and compassionate, which kept the people on the island quite happy for many decades. DLC2Book2CommonRavenRock03 | [pagebreak] | The History of Raven Rock Volume III by Lyrin Telleno [pagebreak] [pagebreak]Forward Raven Rock is one of the more interesting colonies of Morrowind of the last two centuries. So much has happened to this tiny town in such a short amount of time, and so many lives have been affected by it, I felt it necessary to describe its rich history within these volumes. During my research, I lived in Raven Rock for almost three years, and I got to know many of my fellow Dunmer who call Raven Rock their home. I hope that my readers will appreciate the amount of fortitude and perseverance that it must take to endure life in such an inhospitable and untamed land. [pagebreak] ll was going well in Raven Rock until 4E 95, when an attempt on Lleril's life was made without warning. Fortunately, the attack was unsuccessful thanks to the prowess of the Redoran Guard. Under questioning by Captain Modyn Veleth, the assassin was revealed to be Vilur Ulen of House Hlaalu. House Hlaalu had been at odds with House Redoran for years following their removal from the Council of Great Houses. The Hlaalu believe that House Redoran was instrumental in this reorganization, and have held a grudge ever since. Their attempt on Lleril's life was meant to send a message to the Council that House Redoran was not as mighty as they purported to be and that they were truly vulnerable and weak. The Redoran Guard investigated futhur and discovered that Vilur had been organizing a coup in Raven Rock in an attempt to fully wrest control of the island from Lleril's grasp. Vilur and his conspirators were executed and the coup was quelled. Several recent events have served to solidify the Dunmer people's respect for Lleril Morvayn. In 4E 130, the Bulwark began to show its age and threatened to crumble. The councilor elected to use the bulk of his personal fortune to have it repaired. In 4E 150, a small force of Argonians landed on Solstheim with the intent of wreaking havoc on the island, and Councillor Morvayn led the charge against them personally. And in 4E 170, when the ebony mine finally began to dry up, he drained the remainder of his coffers keeping the people fed. By 4E 181, the mine's ebony veins were completely exhausted. Lleril ordered the mine to be shut down, and Raven Rock turned to hunting and fishing for its trade. A few Dunmer families departed Solstheim and returned to the mainland, but most stayed behind. At present, Lleril Morvayn is still the ruler of Raven Rock. The Redoran Guard continues to maintain order within the town and the surrounding area, keeping Raven Rock's residents safe, and in line. If even so much as a rumor of dissent reaches Lleril's ears, he has it quashed immediately. He's well aware that there may be a few Hlaalu loyalists still present among her population that would like to see him dead. The future may appear bleak for Raven Rock, but the spirit of its inhabitants will never be broken. DLC2Book2CommonRedYear01 | [pagebreak] | The Red Year Volume I by Melis Ravel [pagebreak] [pagebreak]Foreword When I originally decided to write this accounting of the Red Year, I elected to travel across Morrowind and speak to the Dunmer people themselves. I sought first-hand accounts and personal views about the cataclysmic event. I felt that if I simply did the research in the library stacks at the College of Winterhold, I wasn't really telling the tale that needed to be told. What struck me as I moved from city to city, town to town, camp to camp is that all of the Dunmer I met shared an incredible bond of sheer courage and unshakable faith. So what began as a chronicle of one of the worst events in the history of Morrowind became something altogether different, the celebration of a people who can never be defeated. [pagebreak] Drallin Vess Tear "The ground... it just turned into mush. There was almost no warning. I mean, we were what... perhaps a mile from the nearest swamps? It was like the swamp suddenly swallowed up half of the city." I asked him to describe what happened from the beginning. "I owned a farm just outside of Tear at the time. We were planting the next season's crops and getting ready to store what we had harvested. Everything was going well until the Red Mountain exploded. Almost immediately, the ground rumbled and shook. Cracks started forming everywhere and then the water just started seeping through. It was awful. In a matter of hours, I was knee-deep in swamp water running for my life. Where I was running, I had no idea. At first I ran towards the city itself, but it looked like the walls were cracking. All around me, people were desperately trying to save their livestock and their families from the rising water. Just when the ground shaking finally died down, and I had a moment to think, there was a horrible cracking noise. I'll never forget it, because I knew what it was before I looked. The entire southern wall of Tear collapsed sending guards tumbling into the swamp. I heard people screaming as they were covered by the rubble and forced down into the water. Forgetting my own problems, I looked over at my fellow farmers who were all staring at the carnage unfolding before us. Suddenly, we all just forgot our own problems and ran to help. There must have been hundreds of the poorer folks who lived outside the walls helping the richer ones who lived in the city. Never saw anything like that. I think we must have saved hundreds more that day." [pagebreak] Neria Relethyl Gnisis Neria was badly burned by the eruption, and had trouble speaking to me. She is currently convalescing at the Temple of Azura in Blacklight even after all these years. I've tried to record her story to the best of my ability. "It was such a terrible thing... the fire. It burned everything in its path. It flattened trees, turned our huts into splinters and knocked over towers like they were made from parchment. It all happened in an instant. A rumbling sound, then a massive wall of flame... it was so high it blocked out the sun. I thought that the world itself had split apart. It passed over the water and turned it to steam... vaporized everything it touched. When it finally hit us, I was blown off of my feet... didn't even have time to run away or seek shelter. I ended up in the riverbed next to town, which kept some of the flames off of me. All around... could smell the charred stench of death. There were Dunmer that were burned alive and some never even saw it coming. I lay in that riverbed for two days before the healers found me. When I could finally stand, Gnisis was gone. There wasn't a thing left... it's as though it was wiped from the face of Tamriel." DLC2Book2CommonRedYear02 | [pagebreak] | The Red Year Volume II by Melis Ravel [pagebreak] [pagebreak]Foreword When I originally decided to write this accounting of the Red Year, I elected to travel across Morrowind and speak to the Dunmer people themselves. I sought first-hand accounts and personal views about the cataclysmic event. I felt that if I simply did the research in the library stacks at the College of Winterhold, I wasn't really telling the tale that needed to be told. What struck me as I moved from city to city, town to town, camp to camp is that all of the Dunmer I met shared an incredible bond of sheer courage and unshakable faith. So what began as a chronicle of one of the worst events in the history of Morrowind became something altogether different, the celebration of a people who can never be defeated. [pagebreak] Saldus Llervu Vivec City "I was a trader back then. Ran a pack guar from Vivec City clear down to Narsis. I was walking along the south road when the strangest thing happened. All of the noise around me stopped... the normal things one hears as they travel like the sound of the wind blowing through the treetops. It was just deathly quiet. I felt a tingling sensation all over my body and my guar began to stomp around. Whatever it was, it was driving him crazy. As I tried to get him under control, there was a massive explosion from the center of the city. I saw the cantons fall apart before I was knocked off my feet. Then I remember the ground starting to rumble. It lasted for a long time and it receded into the distance as if directed towards the center of Vvardenfell. A few minutes later, the Red Mountain erupted, sending a huge cloud of fire into the sky. My pack guar had long since fled, and I decided I should do the same. I never stopped running until I reached Narsis." I asked him if he knew what had happened Vivec City. "I didn't hear until much later that the Ministry of Truth had struck the heart of the city. What I do know for certain is that many Dunmer lost their lives that day and that Vivec City is no more." [pagebreak] Deros Dran Mournhold "The Red Year didn't heavily affect Mournhold itself, but it touched many of the people who lived there. A lot of us had relatives somewhere on Vvardenfell, and after the first day that the eruption occurred we started receiving reports of widespread devastation in Vivec City, Sadrith Mora, Balmora and Ald'ruhn. I don't think a single night went by for months where you wouldn't hear someone openly weeping. It was a sad time for all of us." I asked if Mournhold had sustained any damage during the Red Year. "I don't know why, but the destruction seemed to pass us by. A few Dunmer claimed that it was the Tribunal watching over us, but others claimed that the Tribunal was to blame for everything. I actually saw a few of those disagreements come to blows. It was a strange time." I got an interesting response from Deros regarding Mournhold's role during the Red Year. "Relief efforts began almost a month after the mountain erupted. It was actually a directive that came from the House Redoran councilor that was living in Mournhold at the time. I can't remember his name, but he took charge of the situation and sent soldiers, supplies and able-bodied Dunmer to the outlying settlements that had been hit the hardest. I was sent to Balmora. The place was a mess; hardly anything left in town was still standing. I spent maybe two months there, helping to rebuild the town and getting my fellow Dunmer back on their feet. It started out as a burden, but it ended up being the most rewarding thing I'd ever done in my life. I started some friendships there that still last to this day, including my beloved wife." DLC2Book2CommonTheAxeMan | [pagebreak] | The Axe Man A surprising way to become proficient with an axe [pagebreak]f all the members of the Morag Tong I've spoken with, none disturbed me as much as Minas Torik. A quiet and reserved man who never drank, never visited a brothel or even uttered a curse, he was famous for his ability to make people disappear. Once a person was targeted by the Brotherhood and Torik was sent to them, they would simply cease to be. I asked him once what his weapon of choice was, and was equally startled by his answer. "I only likes to use axes," he said in his typical, quiet voice. The image of this silent, dour fellow attacking anyone with a weapon as inherently bloody and violent as an axe so frightened and intrigued me that I questioned him about it further. This is an inherently dangerous activity, for assassins are not typically keen to give out their stories. Torik did not mind the questions, though it took some time to get the full story out of him, as naturally shy and reserved as he was. It seemed that Torik had been orphaned as a very young age and sent to live with his uncle, a saltrice plantation owner in Sheogorad in northern Vvardenfell. The man promised to show his nephew the business and eventually make him a partner when he was old enough. In the meantime, the boy was put to work as his uncle's house servant. It was a grueling life as the old man was very particular about how things should be done. The boy was first required to give all the floors in the house a thorough scouring, from the attic to the cellar. Whenever the floor was not cleaned to the uncle's satisfaction, which was frequent, Torik was thrashed and forced to begin again. The boy's second duty was to ring the bell that would bring the laborers into the house. This was done at least four times a day, once for each meal, but if his uncle had any news or additional instructions for the laborers - which he frequently did - the bell might need to be sounded a dozen times or more. It was a huge iron bell in the tower and the boy quickly discovered that he had to throw his entire body into the motion of pulling the chain in order to have it sound loud enough to bring everyone in from the field. If he was tired and did not pull the backbreaking chain hard enough, his uncle was soon at his side to beat him until he rang the bell loud and clear. Torik's third task was dusting all the shelves in his uncle's vast library. As deep and old as the shelves were, he was required to work with a long, heavy duster on a rod. The only way that he could reach to the back of the shelves was to hold the duster at his shoulder and then swing it out in a sweeping motion. Again, if the uncle saw any dust left over or felt that the boy was not working as hard as he ought to, the punishment was swift and severe. After several years, Minas Torik grew into a young man, but his job responsibilities were not increased. His uncle promised to teach him the business, once Torik had demonstrated his mastery of his servile assignments. Divorced from any knowledge of any work other than his own, Torik never knew how badly in debt his uncle was and how poorly the farm's yield was. In his eighteenth year, Torik was called into the cellar by his uncle. He thought that he had not done a good enough job scouring the floor down there, and was frightened of the beating to come. What he found, however, was his uncle packing his goods into crates. "I'm leaving Morrowind," he explained. "The business has gone sour, so I thought I'd try my luck running a caravan in Skyrim. I understand there's good money to be made, trading fake Dwemer artifacts to the Nords and Cyrodiils. I wish I could take you with me, my lad, but there won't be much need for scouring, bell pulling, and dusting where I'm going." "But uncle," said Torik. "I can't read, I knows nothing of the business you promised to teach me. What wills I dos on my own?" "I'm certain you can find a job in some domestic capacity," shrugged the uncle. "I've done my best with you." Torik had never stood up to his uncle before, and felt no anger only a sort of coldness that gripped his heart. Among his uncle's possessions being packed away was an old heavy iron axe, allegedly of Dwemer manufacture. He picked it up in his hands and was surprised to find that it was not much heavier than his dusting rod. In fact, it felt very comfortable as he pulled it over his shoulder and swung it out as he had done so many times before. In this instance, however, he swung it into his uncle's right arm. The old man screamed with pain and rage, but for some reason, Torik didn't feel frightened anymore. He propped the axe against his other shoulder, and swung it out again. It cut a swath across the old man's chest and he fell to the floor. Torik hesitated before lifting the axe above his head. It was another natural position for him, like he was ringing a bell. Over and over again, he swung down as if he was calling the laborers in from the field. Except that this time, there was no sound except for a wet thump, and no laborers came in from the field. Of course, his uncle had sent them away hours before. After a time, there was nothing left of his uncle that couldn't be washed down the cellar drain. The process of cleaning up came easily to Torik as well. Blood scrubbed up much quicker than the usual grime and saltrice flour that littered the cellar floor. It was well known that Torik's uncle was planning to leave Morrowind, so his disappearance provoked no suspicion. The house and all the belongings were sold to the debt collectors, but Torik took the axe. It seemed that his uncle had given him some worthwhile business skills after all. DLC2Book2CommonTheReclamations | [pagebreak] | The Reclamations: The Fall of the Tribunal and the Rise of the New Temple by Thara of Rihad [pagebreak] [pagebreak]he destruction of Vivec City and the subsequent eruption of Red Mountain in 4E 5 was not just a crisis in terms of the physical destruction it caused - it also cut deeply into the ancient religious beliefs of the Dunmer. The fall of the Ministry of Truth was the last straw in the tottering support for the Temple's worship of Almalexia, Sotha Sil, and Vivec. With all three of the Tribunes now widely believed dead or disappeared, what had been a simmering schism within the ranks of the Temple priesthood burst into the open. While outsiders may never know the full tale of this internal struggle, when the smoke cleared a few years later, the former Dissident Priests were in full control of the Temple heirarchy, with Tribunal loyalists either purged or recanted. The so-called "New Temple" now declared the worship of the Tribunes a result of misguided teaching, blaming the mistakes on the former Tribunal. The Temple now taught that the daedra venerated by the Ashlander tribes (Azura, Mephala and Boethia) were the "true way" and should be revered by the Dunmer people. Fittingly, the daedra were named the "Reclamations," as if they were reclaiming their status from the Tribunal. In an elegant comprise, no doubt intended to reconcile the large majority of the Temple priesthood who were neither Dissidents nor fanatic Tribunal loyalists, Almalexia, Sotha Sil and Vivec were relegated to the status of "saints," a traditional way to venerate the most honored Dunmer ancestors. This apparently satisfied enough of the existing priesthood that the New Temple was able to maintain at least a semblance of outward continuity. The rise of the New Temple almost completely vindicated the previously persecuted Ashlanders, who had continued to worship the three daedra throughout the Tribunal's rule. The Ashlanders are now lauded as the keepers of the old ways and having "true vision." It is now quite common for many of the Dunmer people to make the arduous pilgrimages into the ash wastes to seek the counsel of the Wise Women. These women have supposedly opened the eyes of those who they claim were "blinded by the Tribunal," and directly connect the eruption of the Red Mountain and the Argonian invasion to the anger of the three daedra. House Indoril, whose fortunes were so entwined with the Tribunal Temple, suffered greatly from its fall. While House Indoril still technically exists, the priesthood of the Temple are now considered one and the same with House Indoril - those who become priests are now considered to have "joined Indoril." The political power of the Indoril has thus passed entirely into the hands of the Temple (although members of the old House Indoril are still over-represented in the priesthood). The rise of the New Temple has a number of interesting parallels with the rise of House Redoran - each filled the vacuum of power resulting from the crisis of Red Year. How durable these new arrangements will prove, religious and political, remains to be seen. The span of two centuries is quite brief in the long history of the ancient Dunmer people. DLC2Book2CommonThirskARevisedHistory | [pagebreak] | Thirsk, a Revised History [pagebreak]n the bank of Lake Fjalding stands Thirsk, a grand mead hall that serves as the home and center of operations for a most valiant clan of Nord warriors. Long ago, a small group of Skaal decided to leave the main village, and free themselves of their brethren's strict adherence to nature worship. They sought to live life as their ancestors had in Skyrim -- free to kill what they wanted when they wanted, free to worship in any manner they chose. The group braved the harsh weather and traveled south toward Lake Fjalding, where they found the perfect location for a new settlement. There they decided to construct a grand mead hall that would serve as their new home and hunting lodge. After several months of building, the companions had completed the task, and named the mead hall Thirsk. The settlers looked upon all they had accomplished, and were truly proud of their accomplishment. But their happiness was short lived, and the settlers soon learned that not everyone celebrated the construction of Thirsk. As the mead hall was being erected, so too was the noise and commotion of construction disturbing an ancient creature that lay dormant under the ice. It was a tragic twist of irony, therefore, that as the last beam of the great hall was nailed in place, the slumbering beast did finally awaken. His ancient name was the Udyrfrykte, though the settlers knew him only as death. The Udyrfrykte came to the newly completed mead hall and wreaked vengeance upon those who had shattered the peace of his long, cold sleep. He killed without warning, without mercy, reducing the Thirsk Nords to half their number. It was the valiant sorcerer Eldrid Ice-Light who finally drove the beast back to his lair beneath the frozen lake, and used his magicka to seal the entrance with a great wall of ice. The horror was over, but the price was great. It took the settlers two months to fix the damage done by the Udyrfrykte, and with so many strong hands now gone, it was slow and tedious work. Finally, Thirsk stood tall and proud once more. But even though the settlers had worked together to construct the mead hall and drive away the threat of the Udyrfrykte, tensions quickly grew over who would serve as their leader. Most of the men considered Hrothmund the Red their de facto chieftain, as he was the strongest and most capable of the lot. But one warrior, Drengr Bronze-Helm, disagreed. He thought himself most capable to rule over Thirsk, and loudly voiced his opposition to Hrothmund. Knowing that conflict and discord would only serve to destroy the new life they had worked so hard to create, Hrothmund the Red exercised his only true option - he swung his great axe and beheaded Drengr Bronze-Helm where he stood. The Nords appreciated more than anything a warrior's prowess in battle, and Drengr's slaying proved to them that Hrothmund was indeed most worthy to be Thirsk's chieftain. So that the other Nords would never forget he had proven his right to lead, Hrothmund placed Drengr's head on a pedestal in the center of Thirsk's main hall, for all to see. And so began Thirsk's most time-honored tradition. Any warrior, regardless of race or sex, could claim leadership of the mead hall by displaying the most impressive battle trophy on the great hall's pedestal. So long as the spirit of Hrothmund the Red consented, that warrior would be named chieftain. [pagebreak] Hrothmund's Bane For twenty-one years Hrothmund the Red ruled over Thirsk and its residents as chieftain. With his soft voice and great axe, Hrothmund brought peace and prosperity to Thirsk. But peace proved to be Hrothmund's undoing, for the mighty Nord grew restless in the warmth and safety of the mead hall. He longed for battle and adventure, to feel the frost in his veins once more, and could ignore the call of valor no longer. When word spread of a giant, bloodthirsty white wolf terrorizing travelers in the Moesring Mountains, Hrothmund took up his great axe and set out to defeat the beast alone. The men of the mountains named him Ondjage, the Fell Wolf. The beast measured as large as an ox, with fur as white as new-fallen snow, and it was said no man or woman alive could bring Ondjage down. The words of the mountain folk proved true, for while Hrothmund did hew one leg from the Fell Wolf, Ondjage devoured the mighty Nord whole, leaving only his great axe as a grim reminder of man's failure against beast. Filled with sorrow and rage, the residents of Thirsk marched to the mountains in search of the wolf, called by them Hrothmund's Bane. Only together did they manage to slay Ondjage, and as family they feasted on his roasted flesh. [pagebreak] The following is a list of Thirsk's chieftains, since Hrothmund first ruled: Hrothmund the Red. Nord male. Slew Drengr Bronze-Helm and presented his head as a battle trophy. Ruled over Thirsk for twenty-one years. Slain and devoured by Ondjage, the Fell Wolf. Isgeror White-Wave. Nord female. Slew the necromancer Hildir Worm-Heart and presented his heart as a battle trophy. Ruled over Thirsk for four years. Einarr. Nord male. Slew the frost giant Guolog and presented his foot as a battle trophy. Ruled over Thirsk for six years. Gisl Round-Gut. Nord male. Slew Einarr and presented his sword as a battle trophy. Ruled over Thirsk for two months. Einarr the Younger. Nord male. Slew Gisl Round-Gut and presented his stomach as a battle trophy. Ruled over Thirsk for seven years. Grjotgaror. Nord male. Slew the white witch Katla and presented her staff as a battle trophy. Ruled over Thirsk for two years. Amelie Bontecou. Breton female. Slew Grjotgaror and presented his head as a battle trophy. Ruled over Thirsk for three years. Thorormr Storm-Killer. Nord male. Slew the brothers Ani and Ali and presented their enchanted hammers as battle trophies. Ruled over Thirsk for sixteen years. Aegilief. Nord Female. Slew Oddny the Unfaithful and presented her hand as a battle trophy. Ruled over Thirsk for eight years. Caccino Aurelia. Imperial male. Slew the Imperial hero Claudius Anzione and presented his sword as a battle trophy. Ruled over Thirsk for three weeks. Fraud. Eldjar Bear-Skinner. Nord male. Slew the Imperial fraud Caccino Aurelia and presented his tongue as a battle trophy. Ruled over Thirsk for five years. Falki the Fat. Nord male. Slew a pack of six rabid wolves and presented their claws as battle trophies. Ruled over Thirsk for three months. Succumbed to madness and death as a result of rabies. Svana the Knife. Nord female. Slew Gretta Wolf-Child and presented her sword as a battle trophy. Ruled over Thirsk for four years. Beinir White-Beard. Nord male. Slew three Orc raiders and presented their eyes as battle trophies. Ruled over Thirsk for twenty-two years. Skjoldr Wolf-Runner. Nord male. Slew the wizard Griss the Yellow and presented his head as a battle trophy. Ruled over Thirsk for three years. Slain in the mead hall. There is, here, a period of unrecorded histories. At some point, the Udyrfrykte was dealt with once and for all, but the leader of Thirsk in this time is unrecorded. There were, apparently, several other chieftains who came and went before the resumption of record. The Thirsk devotion to oral tradition means these names may forever be lost to history. Girgun the Colossus. Nord male. Slew Thjold the Ill-Minded and presented his brains as a battle trophy. Ruled over Thirsk for six years. Vibeke the Stone. Nord female. Slew seven Imperial pirates and presented their helmets as battle trophies. Ruled over Thirsk for three years. Hjarknir Green-Hand. Nord male. Slew an entire grove of Spriggans and presented their taproot hearts as battle trophies. Ruled Thirsk for twenty-seven years. Bujold the Intrepid. Nord female. Slew the great beast of Ilfark and presented its stomach as a battle trophy. Rules Thirsk as of this writing. [pagebreak] Expansion: The Thirsk mead hall is nearly the same today as it was at its founding, a testament to the quality of its construction. But while Thirsk itself did not grow, its inhabitants did, and before long the grand mead hall could not house all who wished to dwell within. So, over the years, many Nords have left Thirsk to establish their own private dwellings out in the wilderness of Solstheim, relying on the island's many caves and natural shelters. But those who left are always welcome back at Thirsk, and many return frequently to enjoy the mead hall's hospitalities. It is also important to note that although much time has passed since the group first left the Skaal village, the Skaal and Thirsk Nords have always remained civil to one another, and even trade resources on occasion. [pagebreak] Relationship with Raven Rock: The Thirsk Nords hold the same relations with Raven Rock that they once held with the Empire when its presence was more known on Solstheim: a deliberate disinterest and lack of complication. Both sides remain happy if they can plausibly believe the other doesn't exist. Which is not to say there is any cause for enmity; rather, there is simply no cause for fellowship among these two very differing cultures. [pagebreak] Law and Order Within Thirsk: Within the Mead Hall, the Chieftain serves as judge, jury and executioner if necessary. The reality is that Thirsk has always been a fairly peaceful place, with camaraderie and goodwill the norm. Solstheim can be a harsh home, and the Nords of Thirsk have long realized that fighting each other isn't nearly as productive as battling the island's bears, wolves, draugr, Rieklings, and whatever other fell creatures may roam the land. Still, there is the occasional disagreement - which more often than naught ends in bloodshed - and every few years someone gets it into his head to challenge the chieftain to a blood duel to try to gain possession of Thirsk. Generally speaking, the Nords of Thirsk are one big, happy barbarian-like family. And, like any family, they have their squabbles. [pagebreak] The Ashtimes: Since the eruption of the Red Mountain, the southern portion of Solstheim has been lost to waste and Dark Elf occupation. Thirsk sits just above the desolated area, though, and happily escaped the destruction that fell over much of the land. In the years since, Thirsk has taken its role as "haven" all the more seriously. They focus on hospitality, and on welcoming outsiders whether they seek respite from the southern ashlands or the northern chill. DLC2Book2CommonTrueNoblesCode | The True Noble's Code by Serjo Athyn Sarethi [pagebreak]he honorable warriors of the Great House Redoran are the hereditary defenders of the Morrowind. To be a noble of House Redoran is more than being a great warrior. One must follow the triune virtues of duty, gravity, and piety. A Redoran's duty is first to the Tribunal Temple, second to the Great House Redoran, and third to one's family and clan. In the Battle of Red Mountain, warriors of House Redoran died bravely for their duty to the Tribunal. By defending House Redoran from the schemes of Telvanni wizards and the lies of untrustworthy Hlaalu, the true noble shows duty to House Redoran. Following the Temple's guidelines of mercy and generosity show duty to one's family and clan. A Redoran noble must know the virtue of gravity. It is not the Redoran way to laugh at serious matters, for it shows disrespect. It is not the Redoran way to spread rumors, for they fester and breed dissention. A Redoran must show piety to the Aedra and Daedra, our creators and ancestors. For without the divine, we would not have the chance to serve. And without divine law, we would not know right from wrong. And without giving thanks for these things, we would forget out place and our purpose. Great House Redoran praises all the skills of war. Not because we believe war is good or honorable in its own right, but because this knowledge is necessary to perform one's duty. House Redoran's warrior fight with a long blade and a shield or with a spear. A noble of House Redoran must also learn to use a bow and must be athletic enough for the long marches to battle. A Redoran wears heavy or medium armor depending on rank and strategy. A noble of House Redoran is expected to know how to repair and maintain his own armor. Those who are born to House Redoran have been taught their skill and virtues by kin and clan. Those who seek to enter House Redoran as retainers must satisfy an examiner in the Redoran Council Hall that their skills are suitable for service to House Redoran. Whether born to the blood of House Redoran, or adopted into service of House Redoran by oath, those who seek to advance in the ranks of House Redoran must demonstrate their virtues by service and obedience. And only when one has mastered all the skills and virtues can one truly call himself a noble of the Great House Redoran. DLC2Book2CommonWordsoftheWind | Words of the Wind [pagebreak]his is a volume of verse collected from Ashlander wise women. 'May I shrink to dust' is from the Ahemmusa Ashlanders of the Grazelands. May I shrink to dust In your cold, wild Wastes, And may my tongue speak Its last hymn to your winds. I pray for the herder That whistles to his guar at play. I pray for the hunter That stalks the white walkers. I pray for the wise one That seeks under the hill, And the wife who wishes For one last touch of her dead child's hand. I will not pray for that which I've lost When my heart springs forth From your soil, like a seed, And blossoms anew beneath tomorrow's sun. DLC2Book2ReligiousDoorsoftheSpirit | The Doors of the Spirit [pagebreak]he Ancestors are among us. They are never farther away than the Waiting Door. The Ancestors are not departed. The dead are not under the earth. Their spirits are in the restless wind, in the fire's voice, in the foot-smoothed step. Pay heed to these things, and you will know your absent kin. Pay reverence through gift and prayer. Acquaint the Ancestors with your affairs, with your comings and goings, with your blessings and trials. From the Waiting Door comes your protection. Heed the spirits, who are the guardians of your hearth, teachers of wisdom, counselors of fortune, seers of fate. Each bone is a door through the wall of the world. Each bone is the road, with Wisdom and Power the travelers. Each bone is the ghost fence that guards us from evil. Honor the Ancestors upon your hearths, within your halls, in the community of your temples, in the solitude of your tombs. Guard your Ancestors from beasts, from thieves, from profane priest and sorcerers. Let no creature steal your spirits, for the plundered hearth is diminished, and the plundered tomb is shamed. Live in One World with your spirits. Honor the spirits within and without you. Do not grieve for the dead. Take shelter in their arms, and pay heed to their words. DLC2Book2ReligiousLivesoftheSaints | [pagebreak] | Lives of the Saints [pagebreak]f you would be wise, model your lives on the lives of the saints. If you would learn valor, follow St. Nerevar the Captain, patron of Warriors and Statesmen. Lord Nerevar helped to unite the barbarian Dunmer tribes into a great nation, culminating in his martyrdom when leading the Dunmer to victory against the evil Dwemer and the traitorous House Dagoth in the Battle of Red Mountain. If you would learn daring, follow Saint Veloth the Pilgrim, Patron of Outcasts and Spiritual Seekers. Saint Veloth, prophet and mystic, led the Dunmer out of the decadent home country of the Summerset Isles and into the promised land of Morrowind. Saint Veloth also taught the difference between the Good and Bad Daedra, and won the aid of the Good Daedra for his people while teaching how to carefully negotiate with the Bad Daedra. If you would learn generosity, follow Saint Rilms the Barefooted, Patron of Pilgrims and Beggars. Saint Rilms gave away her shoes, then dressed and appeared as a beggar to better acquaint herself with the poor. If you would learn self-respect and respect for others, follow Saint Aralor the Penitent, Patron of Tanners and Miners. This foul criminal repented his sins and traveled a circuit of the great pilgrimages on his knees. If you would learn mercy and its fruits, follow Saint Seryn the Merciful, Patron of Brewers, Bakers, Distillers. This pure virgin of modest aspect could heal all diseases at the price of taking the disease upon herself. Tough-minded and fearless, she took on the burdens of others, and bore those burdens to an honored old age. If you would learn fierce justice, follow Saint Felms the Bold, Patron of Butchers and Fishmongers. This brave warlord slew the Nord invaders and drove them from our lands. He could neither read nor write, receiving inspiration directly from the lips of Almsivi. If you would learn pride of race and tribe, follow Saint Roris the Martyr, Patron of Furnishers and Caravaners. Captured by Argonians just before the Arnesian War, Roris proudly refused to renounce the Tribunal faith, and withstood the cruel tortures of Argonian sorcerers. Vengeance and justice for the martyred Saint Roris was the rallying cry of the Arnesian War. If you would learn the rule of law and justice, follow Saint Olms the Just, Patron of Chandlers and Clerks. Founder of the Ordinators, Saint Olms conceived and articulated the fundamental principles of testing, ordeal, and repentance. If you would learn benevolence, follow Saint Delyn the Wise, Patron of Potters and Glassmakers. Saint Delyn was head of House Indoril, a skilled lawyer, and author of many learned treatises on Tribunal law and custom. If you would learn the love of peace, follow Saint Meris the Peacemaker, Patron of Farmers and Laborers. As a little girl, Saint Meris showed healing gifts, and trained as a Healer. She ended a long and bloody House War, intervening on the battlefield in her white robe to heal warriors and spellcrafters without regard to faction. The troops of all House adopted white robes as her standard, and refused to shed the blood of their brethren. If you would learn reverence, follow Saint Llothis the Pious, Patron of Tailors and Dyers. Contemporary and companion of the Tribunals, and the best-loved Alma Rula of the Tribunal Temple, he formulated the central rituals and principles of the New Temple Faith. Saint Llothis is the symbolic mortal bridge between the gods and the faithful, and the archetypal priest. DLC2Book3ValuableChangedOnes | [pagebreak] | Changed Ones [pagebreak]f all the et'Ada who wandered Nirn, Trinimac was the strongest. He, for a very long time, fooled the Aldmeri into thinking that tears were the best response to the Sundering. They cried and shamed our ancestors, especially the feminine Altmer. They even took the Missing God's name in vain, calling His narratives into question. So one day Boethiah, Prince of Plots, precocious youth, tricked Trinimac to go into his mouth. Boethiah talked like Trinimac for awhile then, and gathered enough people to listen to him. Boethiah showed them the lies of the et'Ada, the Aedra, and told them Trinimac was the biggest liar of all, saying all this with Trinimac's voice! Boethiah told the mass before him the Tri-Angled Truth. He showed them, with Mephala, the rules of Psijic Endeavor. He taught them how to build Houses, and what items they needed to bury in the Corners. He demonstrated the right way to wear their skin. He performed the way to walk to achieve an Exodus. Then Boethiah relieved himself of Trinimac right there on the ground before them to prove all the things he said were the truth. It was easy then for his new people to become the Changed Ones. DLC2Book3ValuableChildrenOfTheAllMaker | [pagebreak] | Children of the All-Maker by Tharstan of Solitude [pagebreak]f the title of this text rings familiar, then perhaps you, like me, have had the great pleasure to become acquainted with a most remarkable people, the Skaal of Solstheim. Upon first meeting these gentle wild-folk, I was immediately impressed with their great hospitality. They welcomed me into their homes, one and all, without the slightest hint of suspicion or uncertainty. Trust, it seems, comes readily to the Skaal. In appearance, the Skaal are clearly of Nord ancestry. However, they are culturally distinct in several significant ways, the most notable of which is their faith. Having never adopted the pantheon of the Empire, the Skaal recognize only a single deity whom they call the All-Maker. For the Skaal, the All-Maker is the source of all life and creation. When a creature dies, its spirit returns to the All-Maker, who shapes it into something new and returns it to Mundus. The concept of death as an ending to life is unknown to the Skaal. Rather, death is seen as simply the beginning of the next stage of an endless journey. This great respect for life is evident in one of the most important Skaal beliefs, a concept the villagers call "one-ness with the land". The Skaal try to live in harmony with their surroundings, making as small an impact on their environment as possible. When a Skaal villager sets out to collect firewood, for example, he or she takes it from fallen, dead trees. When the Skaal hunt, it is only out of necessity, and not for sport. Because they hold all life in great reverence, the Skaal people will resort to violence only as a last resort. This has understandably led to a rather austere lifestyle for these simple, good-natured folk. For the Skaal, the word "luxury" is nearly an alien concept, though I was intrigued to note that one villager, Edla, has taken to trading basic goods with travelers who pass through the village in exchange for small luxury items. Such an enterprising outlook is something of a novelty for the Skaal. Though it saddens me to conclude this account on such a somber note, it is impossible to deny the hard truth that the Skaal people are dwindling. In a century or two, it is possible that their unique way of life will be lost to the world forever, reduced to little more than a footnote in the great epoch of history. This comes as little surprise, given the immense hardships of a life lived in such an extreme environment. For the Skaal, it is a daily struggle to survive the perpetual wintry climate of northern Solstheim, but other challenges have recently appeared. The ashfall from Vvardenfell has taken its toll on the plants and animals upon which the Skaal depend for their survival, and life is now a struggle for all who call Solstheim home. Therefore, I humbly beseech any students of history who might encounter this modest text to travel to Solstheim and learn all that can be learned of this noble people and their ancient customs. The Skaal people might not be long for this world, but let us assure that their proud and noble legacy lasts well into the future. DLC2Book3ValuableTheAnticipations | [pagebreak] | The Anticipations [pagebreak]he Daedra are powerful ancestor spirits, similar in form and substance to the Tribunal (Blessed Be Their Holy Names), but weaker in power, and more arbitrary and removed from the affairs of mortals. In old times, the Chimer worshiped the Daedra as gods. But they did not deserve this veneration, for the Daedra harm their worshippers as often as help them. The Advent of the Tribunal (Blessed Be Their Holy Names) changed this unhappy state. By the Apotheosis, the Tribunal (Blessed Be Their Holy Names) became the Protectors and High Ancestor Spirits of the Dunmer, and bade the Daedra to give proper veneration and obedience. The Three Good Daedra, Boethiah, Azura, and Mephala, recognized the Divinity of the Triune Ancestors (Blessed Be Their Holy Names). The Rebel Daedra, Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon, refused to swear fealty to the Tribunal (Blessed Be Their Holy Names), and their worshippers were cast out. These Rebel Daedra thus became the Four Corners of the House of Troubles, and they continue to plague our tranquility and tempt the unwary into Heresy and Dark Worship. The Priests of the Temple remain ever vigilant for signs of the Adversaries' return, sometimes aided by the loyal Three Good Daedra, who are familiar with the wiles of their rebellious kin. The Good Daedra are known to the Temple as the Anticipations, since they are the early ancestral anticipations of the loving patronage of the Tribunal. The Anticipations are the Daedra Lords Boethiah, Mephala, and Azura. Boethiah is the Anticipation of Almalexia but male to her female. Boethiah was the ancestor who illuminated the elves ages ago before the Mythic Era. He told them the truth of Lorkhan's test, and defeated Auriel's champion, Trinimac. Boethiah ate Trinimac and voided him. The followers of Boethiah and Trinimac rubbed the soil of Trinimac upon themselves and changed their skins. Mephala is the Anticipation of Vivec, but manifold and androgynous. Mephala taught the Chimer to evade their enemies or kill them with secret murder. Enemies were numerous in those days since the Chimer were a small with enemies on all sides. Mephala organized the clan systems that eventually became the Great Houses. Later, Mephala created the Morag Tong. Azura is the Anticipation of Sotha Sil, but female to his male. Azura was the ancestor who taught the Chimer how to be different from the Altmer. Her teachings are sometimes attributed to Boethiah. In the stories, Azura is often encountered more as a communal progenitor of the race as a whole rather than as an individual ancestor. She is associated with Dusk and Dawn, and is sometimes called the Mother Soul. Azura's Star, also called the Twilight Star, appears briefly at dawn and dusk low on the horizon below the constellation of the Steed. Azura is associated with mystery and magic, fate and prophecy. DLC2Book3ValuableTrap | [pagebreak] | Trap by Anonymous [pagebreak]saw the gold, and I took it. A different man might not have, I know that, and from time to time, I think back on the hour when I saw the gold and took it. You see, I was hungry. Isn't it ironic. I don't remember much else about that night but the gold and the hunger. I don't remember the name of the tavern, or even the village, but I believe it was somewhere in southern Vvardenfell. I can't really be certain. For some time, I sat dumbly in my chair, my mind occupied with nothing but the pain in my stomach. If you've never been truly hungry from days of no food, you can't know what it's like. You can't concentrate on anything. It wasn't until a figure to my left got up from the table to get a drink and left a stack of gold marks behind that I snapped to awareness. From this moment on, my memory is crystalline. My eyes to the gold. My eyes to the stranger's back, walking calmly toward the barmaid. My hand to the gold. The gold in my pocket. I'm up from the table, and out the door. For just a moment, I look back. The stranger has turned to look my way. He wears a hood, but I can feel his eyes meet mine. I swear, I can scent a smile. Out into the street, and behind some barrels I crouched down, waiting for my pursuer. One benefit of a lifetime running from guards, I know how to disappear. For nearly an hour, I waited there, suffering even more from hunger. You see, I was awake now and I had the means to buy myself a feast. This knowledge tortured me. When I finally got to my feet, I very nearly fainted. I had only enough energy to walk to the other edge of the village to a run-down tavern before collapsing at a table. I think I must have fallen unconscious for a moment before I heard the barmaid's voice. "Can I get you something to eat, sera?" I gorged myself on roasts and pies and huge frothing mugs of greef. As the fog of near fatal starvation began to lift, I looked up from my plate to see a gold-masked stranger looking at me, his vizard glowing by the blinding light of the moon through the window. He wore black leather armor and was a different physique and size from the man I had burgled, but I could tell he knew. I paid for my meal quickly and left. I skirted the edge of the village, through a tiled central courtyard surrounded by the squalid peasant's cottages. There was not a light shining from any window or door. No one was on the streets. I could find no place to hide, so I took the road out of town, heading for the wilderness. Hunger had pushed me on in the days before, but now I felt what I imagined to be the whip of guilt. Or perhaps, even then, it was fear. I fell twice, rushing down the dark path, unused to the slopes and pebbled texture. The sounds of animal life, which I had numbed to, were suddenly very loud in my ears. And there was something else out there in the night, something chasing me. On the side of the road, there was a low wall, and I scrambled over it and hid. I knew enough about concealment to pick a spot where the bulwark sunk slightly so even if someone saw the outline of my figure, he would assume it to be part of the wall. It wasn't long before I heard the sound of running footsteps from more than one person pass me by and then stop. There was a moment of whispered conversation, and one of the people ran back on the path toward the village. Then, silence. After a few more minutes, I peered out from behind the wall. A female figure in a dun gown, wimple, and veil stood in the road. On the other end of the road, blocking the way back to town, was a knight, coated in dark mail. I could see neither of their faces. For a moment, I froze, unsure whether either or both had seen me. "Run," said the woman in a dead voice. The hill behind me was too steep, so I leapt over the wall and across the road in two bounds. Into the night forest I ran, the maddening jingle of the accursed gold in my pocket. I knew I was making so much noise my pursuers could not help but hear me, but now I cared more for putting distance between us than in stealth. Clouds of ash filtered through the moonlight, but I still knew it was too bright to hide. I ran and ran until I felt all my blood pumping in my head and heart, begging me to stop. I was at the edge of the wood, on the other side of a shallow stream from a vast, crumbling house encircled by a rail fence. Behind me, running footfall in the broken, dusty earth. To the south, downstream, a distinct sodden splashing of someone moving nearer. There was no choice. I half jumped and half fell into the mud and dragged myself up the bank on the other side. I rolled under the fence and ran through the open field toward the house. Jerking my head around, I saw seven shadowy figures by the fence posts. The cloaked man I had robbed. The man in the gold mask. The veiled woman. The dark knight. Three others too who had pursued me, but I had never seen. And I thought I was the stealthy one. The moon was entirely hidden in a swarm of ash. Only the stars offered their meager illumination as I reached the open door of the ruin. I slammed and bolted the door behind me, but I knew there could be no protection for very long. As I looked about the ravaged interior of broken furniture, I searched for someone to hide. A corner, a niche where if I stayed very still, no one would see me. A splintered table lying against the wall looked perfect for my purposes. I crawled under it, and jumped when something moved and I heard a frightened old man's voice. "Who's there?" "It's all right," I whispered. "I'm not one of them." His puckered, gnarled hand reached out from the shadow and gripped my arm. Instantly, I felt sleep fall upon me, resist it as I might. The old man's horrible face, the face of the hungry dead, emerged as the moon came out and shone through the broken window. His talon still gripping me, I fell back, smelling his death surround me. The table was thrown back. There stood the seven hunters and a dozen more. No, hunters they weren't. They were harriers who had chased me out of every hiding place, expertly pushing me to the lair of the real predator. He was weak with age, the old man was, not as good at the chase as once he was. A blunt, killing machine. "Please," I said. It was all I could muster. Having enjoyed the sport I offered, he granted me mercy, of sorts. I was not bled dry. I was not cursed by being made one of them, the Berne. I was kept with others, most of us mad with fear, to be aged and tasted at the vampires' whim. We are called cattle. I lost all hope months ago of ever leaving the dank cellar where they keep us. Even if this note finds its way to the outside world, I cannot give enough information about my whereabouts to be rescued, even if some champion were able to defeat the bloodsuckers. I only write this to keep my own sanity, and to warn others. There is something worse than being hungry. Being food. DLC2Book3ValuableVarietiesofFaithintheEmpire | [pagebreak] | Varieties of Faith in the Empire by Brother Mikhael Karkuxor of the Imperial College [pagebreak]his is my best attempt at a listing of the pantheons and associated divine spirits of Tamriel's dominant cultures. This list is by no means complete (the Imperial City of Cyrodiil alone boasts a vast host of saints and holy spirits). It only includes the most important spirits revered by native members of the culture. Other et'Ada, especially Daedra, are often familiar known to many cultures, though specific names are included here only when they possess a particular cultural significance. The omission of any reference to the worships of the Argonians of Black Marsh is a result of my complete inadequacy in reconciling the obscure and contradictory accounts available to me on that subject. THE EIGHT PANTHEONS CYRODIIL: Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Shezarr, Tiber Septim, Morihaus, Reman SKYRIM: Alduin, Dibella, Orkey, Tsun, Mara, Stuhn, Kyne, Jhunal, Shor, Ysmir, Herma-Mora, Maloch ALTMER: Auri-El, Trinimac, Magnus, Syrabane, Y'ffre, Xarxes, Mara, Stendarr, Lorkhan, Phynaster BOSMER: Auri-El, Y'ffre, Arkay, Z'en, Xarxes, Baan Dar, Mara, Stendarr, Lorkhan, Herma-Mora, Jone, Jode DUNMER: Almalexia, Vivec, Sotha Sil, Boethiah, Mephala, Azura, Lorkhan, Nerevar, Molag Bal, Malacath, Sheogorath, Mehrunes Dagon YOKUDA: Satakal, Ruptga, Tu'whacca, Zeht, Morwha, Tava, Malooc, Diagna, Sep, HoonDing, Leki, Onsi, BRETONY: Akatosh, Magnus, Y'ffre, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Sheor, Phynaster ELSWEYR: Alkosh, Khenarthi, Riddle'Thar, ja-Kha'jay, Mara, S'rendarr, Lorkhaj, Rajhin, Baan Dar, Azurah, Sheggorath NOTES ON THE DIVINE SPIRITS OF THE PANTHEONS Akatosh (Dragon God of Time): Akatosh is the chief deity of the Nine Divines (the major religious cult of Cyrodiil and its provinces), and one of two deities found in every Tamrielic religion (the other is Lorkhan). He is generally considered to be the first of the Gods to form in the Beginning Place; after his establishment, other spirits found the process of being easier and the various pantheons of the world emerged. He is the ultimate God of the Cyrodilic Empire, where he embodies the qualities of endurance, invincibility, and everlasting legitimacy. Alduin (World Eater): Alduin is the Nordic variation of Akatosh, and only superficially resembles his counterpart in the Nine Divines. For example, Alduin's sobriquet, 'the world eater', comes from myths that depict him as the horrible, ravaging firestorm that destroyed the last world to begin this one. Nords therefore see the god of time as both creator and harbinger of the apocalypse. He is not the chief of the Nordic pantheon (in fact, that pantheon has no chief; see Shor, below) but its wellspring, albeit a grim and frightening one. Alkosh (Dragon King of Cats): Pre-ri'Datta Dynasty Anaquinine deity. A variation on the Altmeri Auri-El, and thus an Akatosh-as-culture-hero for the earliest Khajiiti. His worship was co-opted during the establishment of the Riddle-T'har, and he still enjoys immense popularity in Elsweyr's wasteland regions. He is depicted as a fearsome dragon, a creature the Khajiit say 'is just a real big cat'. He repelled an early Aldmeri pogrom of Pelinal Whitestrake during mythic times. Almalexia (Mother Morrowind): Most traces of Akatosh disappeared from ancient Chimer legends during their so-called 'exodus', primarily due to that god's association and esteem with the Altmeri. However, most aspects of Akatosh which seem so important to the mortal races, namely immortality, historicity, and genealogy, have conveniently resurfaced in Almalexia, the most popular of Morrowind's divine Tribunal. Arkay (God of the Cycle of Life and Death): Member of the Nine Divines pantheon, and popular elsewhere as well. Arkay is often more important in those cultures where his father, Akatosh, is either less related to time or where his time aspects are difficult to comprehend by the layman. He is the god of burials and funeral rites, and is sometimes associated with the seasons. His priests are staunch opponents of necromancy and all forms of the undead. It is said that Arkay did not exist before the world was created by the gods under Lorkhan's supervision/urging/trickery. Therefore, he is sometimes called the Mortals' God. Auri-El (King of the Aldmer): The Elven Akatosh is Auri-El. Auri-El is the soul of Anui-El, who, in turn, is the soul of Anu the Everything. He is the chief of most Aldmeri pantheons. Most Altmeri and Bosmeri claim direct descent from Auri-El. In his only known moment of weakness, he agreed to take his part in the creation of the mortal plane, that act which forever sundered the Elves from the spirit worlds of eternity. To make up for it, Auri-El led the original Aldmer against the armies of Lorkhan in mythic times, vanquishing that tyrant and establishing the first kingdoms of the Altmer, Altmora and Old Ehlnofey. He then ascended to heaven in full observance of his followers so that they might learn the steps needed to escape the mortal plane. Azura (Goddess of Dusk and Dawn): Azura was the god-ancestor that taught the Chimer the mysteries needed to be different than the Altmer. Some of her more conventional teachings are sometimes attributed to Boethiah. In the stories, Azura is often more a communal cosmic force for the race as a whole than an ancestor or a god. Also known as the Anticipation of Sotha Sil. In Elsweyr, Azurah is nearly a wholly separate entity, yet she is still tied into the origins of Khajiiti out of Altmeri stock. Baan Dar (The Bandit God): In most regions, Baan Dar is a marginal diety, a trickster spirit of thieves and beggars. In Elsweyr he is more important, and is regarded as the Pariah. In this aspect, Baan Dar becomes the cleverness or desperate genius of the long-suffering Khajiit, whose last minute plans always upset the machinations of their (Elven or Human) enemies. Boethiah (Prince of Plots): Heralded by the Prophet Veloth, Boethiah is the original god-ancestor of the Dark Elves. Through his illuminations, the eventual 'Chimer', or Changed Folk, renounced all ties to the Aldmer and founded a new nation based on Daedric principles. All manner of Dark Elven cultural 'advances' are attributed to Boethiah, from philosophy to magic to 'responsible' architecture. Ancient Velothi allegories are uniformly heroic successes of Boethiah over enemies of every type, foundation stories of Chimeri struggle. Also known as the Anticipation of Almalexia. Diagna (Orichalc God of the Sideways Blade): Hoary thuggish cult of the Redguards. Originated in Yokuda during the Twenty Seven Snake Folk Slaughter. Diagna was an avatar of the HoonDing (the Yokudan God of Make Way, see below) that achieved permanence. He was instrumental to the defeat of the Lefthanded Elves, as he brought orichalc weapons to the Yokudan people to win the fight. In Tamriel, he led a very tight knit group of followers against the Orcs of Orsinium during the height of their ancient power, but then faded into obscurity. He is now little more than a local power spirit of the Dragontail mountains. Dibella (Goddess of Beauty): Popular god of the Nine Divines. In Cyrodiil, she has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction. Herma-Mora (The Woodland Man): Ancient Atmoran demon who, at one time, nearly seduced the Nords into becoming Aldmer. Most Ysgramor myths are about escaping the wiles of old Herma-Mora. Also called the Demon of Knowledge, he is vaguely related to the cult origins of the Morag Tong ('Foresters Guild'), if only by association with his brother/sister, Mephala. HoonDing (The Make Way God): Yokudan spirit of 'perseverance over infidels'. The HoonDing has historically materialized whenever the Redguards need to 'make way' for their people. In Tamrielic history this has only happened three times -- twice in the first era during the Ra Gada invasion and once during the Tiber War. In this last incarnation, the HoonDing was said to have been either a sword or a crown, or both. Jhunal (Rune God): The Nordic god of hermetic orders. After falling out of favor with the rest of that pantheon, he became Julianos of the Nine Divines. He is absent in modern Skyrim mythology. Jode (Big Moon God): Aldmeri god of the Big Moon. Also called Masser or Mara's Tear. In Khajiti religion, Jode is only one aspect of the Lunar Lattice, or ja-Kha'jay. Jone (Little Moon God): Aldmeri god of the Little Moon. Also called Secunda or Stendarr's Sorrow. In Khajiti religion, Jone is only one aspect of the Lunar Lattice, or ja-Kha'jay. Julianos (God of Wisdom and Logic): Often associated with Jhunal, the Nordic father of language and mathematics, Julianos is the Cyrodilic god of literature, law, history, and contradiction. Monastic orders founded by Tiber Septim and dedicated to Julianos are the keepers of the Elder Scrolls. Kyne (Kiss At the End): Nordic Goddess of the Storm. Widow of Shor and favored god of warriors. She is often called the Mother of Men. Her daughters taught the first Nords the use of the thu'um, or Storm Voice. Kynareth (Goddess of Air): Kynareth is a member of the Nine Divines, the strongest of the Sky spirits. In some legends, she is the first to agree to Lorkhan's plan to invent the mortal plane, and provides the space for its creation in the void. She is also associated with rain, a phenomenon said not to occur before the removal of Lorkhan's divine spark. Leki (Saint of the Spirit Sword): Goddess daughter of Tall Papa, Leki is the goddess of aberrant swordsmanship. The Na-Totambu of Yokuda warred to a standstill during the mythic era to decide who would lead the charge against the Lefthanded Elves. Their swordmasters, though, were so skilled in the Best Known Cuts as to be matched evenly. Leki introduced the Ephemeral Feint. Afterwards, a victor emerged and the war with the Aldmer began. Lorkhan (The Missing God): This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri 'Lorkhan', or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo -- much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his divine center, sometimes involuntarily, and wanders the creation of the et'Ada. He and his metaphysical placement in the 'scheme of things' is interpreted a variety of ways. In Morrowind, for example, he is a being related to the Psijiic Endeavor, a process by which mortals are charged with transcending the gods that created them. To the High Elves, he is the most unholy of all higher powers, as he forever broke their connection to the spirit plane. In the legends, he is almost always an enemy of the Aldmer and, therefore, a hero of early Mankind. Lorkhaj (Moon Beast): Pre-ri'Datta Dynasty Anaquinine deity, easily identified with the Missing God, Lorkhan. Magnus (Magus): The god of sorcery, Magnus withdrew from the creation of the world at the last second, though it cost him dearly. What is left of him on the world is felt and controlled by mortals as magic. One story says that, while the idea was thought up by Lorkhan, it was Magnus who created the schematics and diagrams needed to construct the mortal plane. He is sometimes represented by an astrolabe, a telescope, or, more commonly, a staff. Cyrodilic legends say he can inhabit the bodies of powerful magicians and lend them his power. Associated with Zurin Arctus, the Underking. Malacath (God of Curses): Malacath is the reanimated dung that was Trinimac. A somewhat weak but vengeful Daedra, the Dark Elves say he is also Malak, the god-king of the orcs. He always tests the Dunmer for physical weakness. Malooc (Horde King): An enemy god of the Ra Gada. Led the goblins against the Redguards during the first era. Fled east when the army of the HoonDing overtook his goblin hordes. Mauloch (Malacath): An Orcish god, Mauloch troubled the heirs of King Harald for a long time. Fled east after his defeat at the Battle of Dragon Wall, ca. 1E660. His rage was said to fill the sky with his sulphurous hatred, later called the "Year of Winter in Summer". Mara (Goddess of Love): Nearly universal goddess. Origins started in mythic times as a fertility goddess. In Skyrim, Mara is a handmaiden of Kyne. In the Empire, she is Mother-Goddess. She is sometimes associated with Nir of the 'Anuad', the female principle of the cosmos that gave birth to creation. Depending on the religion, she is either married to Akatosh or Lorkhan, or the concubine of both. Mehrunes Dagon (God of Destruction): Popular Daedric power. He is associated with natural dangers like fire, earthquakes, and floods. In some cultures, though, Dagon is merely a god of bloodshed and betrayal. He is an especially important deity in Morrowind, where he represents its near-inhospitable terrain. Mephala (Androgyne): Mephala is the Webspinner, or the Spider God. In Morrowind, he/she was the ancestor that taught the Chimer the skills they would need to evade their enemies or to kill them with secret murder. Enemies were numerous in those days since the Chimer were a small faction. He/she, along with Boethiah, organized the clan systems that eventually became the basis for the Great Houses. He/she founded the Morag Tong. Also called the Anticipation of Vivec. Molag Bal (God of Schemes, King of Rape): Daedric power of much importance in Morrowind. There, he is always the archenemy of Boethiah, the Prince of Plots. He is the main source of the obstacles to the Dunmer (and preceding Chimer) people. In the legends, Molag Bal always tries to upset the bloodlines of Houses or otherwise ruin Dunmeri 'purity'. A race of supermonsters, said to live in Molag Amur, are the result of his seduction of Vivec during the previous era. Morihaus (First Breath of Man): Ancient cultural hero god of the Cyro-Nordics. Legend portrays him as the Taker of the Citadel, an act of mythic times that established Human control over the Valley Heartland. He is often associated with the Nordic powers of thu'um, and therefore with Kynareth. Morwha (Teat God): Yokudan fertility goddess. Fundamental deity in the Yokudan pantheon, and the favorite of Tall Papa's wives. Still worshipped in various areas of Hammerfell, including Stros M'kai. Morwha is always portrayed as four-armed, so that she can 'grab more husbands'. Nerevar (Godkiller): The Chimeri king of Resdayn, the Golden Age of old Veloth. Slain during the Battle of Red Mountain, Nerevar was the Herald of the Triune Way, and is the foremost of the saints of Dunmeri faith. He is said to have killed Dumac, the Last Dwarven King, and feasted on his heart. Onsi (Boneshaver): Notable warrior god of the Yokudan Ra Gada, Onsi taught Mankind how to pull their knives into swords. Orkey (Old Knocker): A loan-god of the Nords, who seem to have taken up his worship during Aldmeri rule of Atmora. Nords believe they once lived as long as Elves until Orkey appeared; through heathen trickery, he fooled them into a bargain that 'bound them to the count of winters'. At one time, legends say, Nords only had a lifespan of six years due to Orkey's foul magic. Shor showed up, though, and, through unknown means, removed the curse, throwing most of it onto the nearby Orcs. Phynaster: Hero-god of the Summerset Isles, who taught the Altmer how to naturally live another hundred years by using a shorter walking stride. Rajhin (Footpad): Thief god of the Khajiiti, who grew up in the Black Kiergo section of Senchal. The most famous burglar in Elsweyr's history, Rajhin is said to have stolen a tattoo from the neck of Empress Kintyra as she slept. Reman (The Cyrodiil): Culture god-hero of the Second Empire, Reman was the greatest hero of the Akaviri Trouble. Indeed, he convinced the invaders to help him build his own empire, and conquered all of Tamriel except for Morrowind. He instituted the rites of becoming Emperor, which included the ritual geas to the Amulet of Kings, a soulgem of immense power. His Dynasty was ended by the Dunmeri Morag Tong at the end of the first era. Also called the Worldly God. Riddle'Thar (Two-Moons Dance): The cosmic order deity of the Khajiiti, the Riddle'Thar was revealed to Elsweyr by the prophet Rid-Thar-ri'Datta, the Mane. The Riddle'Thar is more a set of guidelines by which to live than a single entity, but some of his avatars like to appear as humble messengers of the gods. Also known as the Sugar God. Ruptga (Tall Papa): Chief deity of the Yokudan pantheon. Ruptga, more commonly 'Tall Papa', was the first god to figure out how to survive the Hunger of Satakal. Following his lead, the other gods learned the 'Walkabout', or a process by which they can persist beyond one lifetime. Tall Papa set the stars in the sky to show lesser spirits how to do this, too. When there were too many spirits to keep track of, though, Ruptga created a helper out the dead skin of past worlds. This helper is Sep (see below), who later creates the world of mortals. Satakal (The Worldskin): Yokudan god of everything. A fusion of the concepts of Anu and Padomay. Basically, Satakal is much like the Nordic Alduin, who destroys one world to begin the next. In Yokudan mythology, Satakal had done (and still does) this many times over, a cycle which prompted the birth of spirits that could survive the transition. These spirits ultimately become the Yokudan pantheon. Popular god of the Alik'r nomads. Sheogorath (The Mad God): The fearful obeisance of Sheogorath is widespread, and is found in most Tamrielic quarters. Contemporary sources indicate that his roots are in Aldmeri creation stories; therein, he is 'born' when Lorkhan's divine spark is removed. One crucial myth calls him the 'Sithis-shaped hole' of the world. Sheor (Bad Man): In Bretony, the Bad Man is the source of all strife. He seems to have started as the god of crop failure, but most modern theologians agree that he is a demonized version of the Nordic Shor, born during the dark years after the fall of Saarthal. Sep (The Snake): Yokudan version of Lorkhan. Sep is born when Tall Papa creates someone to help him regulate the spirit trade. Sep, though, is driven crazy by the hunger of Satakal, and he convinces some of the gods to help him make an easier alternative to the Walkabout. This, of course, is the world as we know it, and the spirits who followed Sep become trapped here, to live out their lives as mortals. Sep is punished by Tall Papa for his transgressions, but his hunger lives on as a void in the stars, a 'non-space' that tries to upset mortal entry into the Far Shores. Shezarr (God of Man): Cyrodilic version of Lorkhan, whose importance suffers when Akatosh comes to the fore of Imperial (really, Alessian) religion. Shezarr was the spirit behind all human undertaking, especially against Aldmeri aggression. He is sometimes associated with the founding of the first Cyrodilic battlemages. In the present age of racial tolerance, Shezarr is all but forgotten. Shor (God of the Underworld): Nordic version of Lorkhan, who takes sides with Men after the creation of the world. Foreign gods (i.e., Elven ones) conspire against him and bring about his defeat, dooming him to the underworld. Atmoran myths depict him as a bloodthirsty warrior king who leads the Nords to victory over their Aldmeri oppressors time and again. Before his doom, Shor was the chief of the gods. Sometimes also called Children's God (see Orkey, above). Sotha Sil (Mystery of Morrowind): God of the Dunmer, Sotha Sil is the least known of the divine Tribunal. He is said to be reshaping the world from his hidden, clockwork city. Stendarr (God of Mercy): God of the Nine Divines, Stendarr has evolved from his Nordic origins into a deity of compassion or, sometimes, righteous rule. He is said to have accompanied Tiber Septim in his later years. In early Altmeri legends, Stendarr is the apologist of Men. Stuhn (God of Ransom): Nordic precursor to Stendarr, brother of Tsun. Shield-thane of Shor, Stuhn was a warrior god that fought against the Aldmeri pantheon. He showed Men how to take, and the benefits of taking, prisoners of war. Syrabane (Warlock's God): An Aldmeri god-ancestor of magic, Syrabane aided Bendu Olo in the Fall of the Sload. Through judicious use of his magical ring, Syrabane saved many from the scourge of the Thrassian Plague. He is also called the Apprentices' God, for he is a favorite of the younger members of the Mages Guild. Tava (Bird God): Yokudan spirit of the air. Tava is most famous for leading the Yokudans to the isle of Herne after the destruction of their homeland. She has since become assimilated into the mythology of Kynareth. She is still very popular in Hammerfell among sailors, and her shrines can be found in most port cities. Tiber Septim (Talos, the Dragonborn): Heir to the Seat of Sundered Kings, Tiber Septim is the most important hero-god of Mankind. He conquered all of Tamriel and ushered in the Third Era (and the Third Empire). Also called Ysmir, 'Dragon of the North'. Trinimac: Strong god of the early Aldmer, in some places more popular than Auri-El. He was a warrior spirit of the original Elven tribes that led armies against the Men. Boethiah is said to have assumed his shape (in some stories, he even eats Trinimac) so that he could convince a throng of Aldmer to listen to him, which led to their eventual Chimeri conversion. He vanishes from the mythic stage after this, to return as the dread Malacath (Altmeri propaganda portrays this as the dangers of Dunmeri influence). Tsun: Extinct Nordic god of trials against adversity. Died defending Shor from foreign gods. Tu'whacca (Tricky God): Yokudan god of souls. Tu'whacca, before the creation of the world, was the god of Nobody Really Cares. When Tall Papa undertook the creation of the Walkabout, Tu'whacca found a purpose; he became the caretaker of the Far Shores, and continues to help Redguards find their way into the afterlife. His cult is sometimes associated with Arkay in the more cosmopolitan regions of Hammerfell. Vivec (Master of Morrowind): Warrior-poet god of the Dunmer. Vivec is the invisible keeper of the holy land, ever vigilant against the dark gods of the Volcano. He/she has saved the Dunmeri people from certain death on numerous occasions, most notably when he/she taught them how to breathe water for a day so that he/she could flood Morrowind and kill the Akaviri invaders, ca. 2E572. Xarxes: Xarxes is the god of ancestry and secret knowledge. He began as a scribe to Auri-El, and has kept track of all Aldmeri accomplishments, large and small, since the beginning of time. He created his wife, Oghma, from his favorite moments in history. Y'ffre (God of the Forest): Most important deity of the Bosmeri pantheon. While Auri-El Time Dragon might be the king of the gods, the Bosmer revere Y'ffre as the spirit of 'the now'. According to the Wood Elves, after the creation of the mortal plane everything was in chaos. The first mortals were turning into plants and animals and back again. Then Y'ffre transformed himself into the first of the Ehlnofey, or 'Earth Bones'. After these laws of nature were established, mortals had a semblance of safety in the new world, because they could finally understand it. Y'ffre is sometimes called the Storyteller, for the lessons he taught the first Bosmer. Some Bosmer still possess the knowledge of the chaos times, which they can use to great effect (the Wild Hunt). Ysmir (Dragon of the North): The Nordic aspect of Talos. He withstood the power of the Greybeards' voices long enough to hear their prophecy. Later, many Nords could not look on him without seeing a dragon. Z'en (God of Toil): Bosmeri god of payment in kind. Studies indicate origins in both Argonian and Akaviri mythologies, perhaps introduced into Valenwood by Kothringi sailors. Ostensibly an agriculture deity, Z'en sometimes proves to be an entity of a much higher cosmic order. His worship died out shortly after the Knhaten Flu. Zeht (God of Farms): Yokudan god of agriculture. Renounced his father after the world was created, which is why Tall Papa makes it so hard to grow food. Zenithar (God of Work and Commerce, Trader God): Member of the Nine Divines, Zenithar is understandably associated with Z'en. In the Empire, however, he is a far more cultivated god of merchants and middle nobility. His worshippers say, despite his mysterious origins, Zenithar is the god 'that will always win'. DLC2Book3ValuableWherewereyouDragonBroke | [pagebreak] | Where were you when the Dragon Broke? by Various [pagebreak]brief description and multiple accounts of the Dragon Break Corax, Cyrodiil, Elder Council: "No one understands what happened when the Selectives danced on that tower. It would be easy to dismiss the whole matter as nonsense were it not for the Amulet of Kings. Even the Elder Scrolls do not mention it -- let me correct myself, the Elder Scrolls cannot mention it. When the Moth priests attune the Scrolls to the timeless time their glyphs always disappear. The Amulet of Kings, however, with its oversoul of emperors, can speak of it at length. According to Hestra, Cyrodiil became an Empire across the stars. According to Shor-El, Cyrodiil became an egg. Most say something in a language they can only speak sideways. The Council has collected texts and accounts from all of its provinces, and they only offer stories that never coincide, save on one point: all the folk of Tamriel during the Middle Dawn, in whatever 'when' they were caught in, tracked the fall of the eight stars. And that is how they counted their days." Mehra Nabisi, Dunmer, Triune Mistress of the New Temple: "Accounts of the Middle Dawn are the province of the Empire of Men, and proof of the deceit that call themselves the Aedra. Eight stars fell on Tamriel, one for each iniquity that Lorkhan made clear to the world. Veloth read these signs, and he told Boethiah, who confirmed them, and he told Mephala, who made wards against them, and he told Azura, who sent ALMSIVI to steer the True Folk clear of harm. Even the Four Corners of the House of Troubles rose to protect the periphery of your madness. We watched our borders and saw them shift like snakes, and saw you run around in it like the spirits of old, devoid of math, without your if-thens, succumbing to the Ever Now like slaves of the slim folly, stasis. Do not ask us where we were when the Dragon Broke, for, of all the world, only we truly know, and we might just show you how to break it again." R'leyt-harhr, Khajiit, Tender to the Mane: "Do you mean, where were the Khajiit when the Dragon Broke? R'leyt tells you where: recording it. 'One thousand eight years,' you've heard it. You think the Cyro-Nordics came up with that all on their own. You humans are better thieves than even Rajhin! While you were fighting wars with phantoms and giving birth to your own fathers, it was the Mane that watched the ja-Kha'jay, because the moons were the only constant, and you didn't have the sugar to see it. We'll give you credit: you broke Alkosh something fierce, and that's not easy. Just don't think you solved what you accomplished by it, or can ever solve it. You did it again with Big Walker, not once, but twice! Once at Rimmen, which we'll never learn to live with. The second time it was in Daggerfall, or was it Sentinel, or was it Wayrest, or was it in all three places at once? Get me, Cyrodiil? When will you wake up and realize what really happened to the Dwarves?" Mannimarco, God of Worms, the Necromancers: "The Three Thieves of Morrowind could tell you where they were. So could the High King of Alinor, who was the one who broke it in the first place. There are others on this earth that could, too: Ysmir, Pelinal, Arnand the Fox or should I say Arctus? The Last Dwarf would talk, if they would let him. As for myself, I was here and there and here again, like the rest of the mortals during the Dragon Break. How do you think I learned my mystery? The Maruhkati Selectives showed us all the glories of the Dawn so that we might learn, simply: as above, so below." DLC2Book4RareAhzidalsDescent | [pagebreak] | Ahzidal's Descent by Halund Greycloak [pagebreak]n the days beyond memory, when men first walked the lands of Skyrim, there arose in the city of Saarthal a great enchanter. As a boy, his gift for magic and artifice had been evident to his tutors. As a man, his skill surpassed them all. And finding nothing more to learn among his kin, he left wife and child, and set out to train under the elven masters. A year became two, then three. And when finally his path led him back to Saarthal, he found only ruins: for the elves had sacked the city, and all that lived there were dead or gone. Amid the ashes, in the smoldering ruins of his home, he swore a terrible oath of vengeance. And from that comes the name the legends give him: Ahzidal, the embittered destroyer. Alone, he could do nothing. And so, he bided his time, delving deeper into his art than any before him. From the Dwemer, he learned the seven natures of metal and how to harmonize them. From the Ayleids, the ancient runes and dawn-magic even the elves had begun to forget. Among Falmer and Chimer and Altmer he traveled, taking what he could from each, and all the while plotting how he might turn that knowledge against them. Finally, word reached him of Ysgramor and his Companions, newly-arrived from Atmora. For three days and nights, he rode north, and met them as they made landfall on the icy coast near the ruins of Saarthal, which the elves had fortified against them. He offered the Companions his service, and all he had produced in his years of labor. And with Atmoran steel imbued with his enchantments, the elves fell before them, and at last he had his revenge. But he was not content. His craft had become his life, and his hunger for knowledge still gnawed at him, driving him to delve ever deeper. At long last, he exhausted the lore of the elves, but it was not enough. He sought the secrets of Dragon-runes, and won for himself a seat among their high priests, but it was not enough. And at length, he turned his gaze to the planes of Oblivion, and found there both power and madness. Some say he ventured there, never to return. Others, that he was betrayed by his fellow Dragon Priests, and killed, or driven into hiding in the ruins beneath his beloved Saarthal. Among the Skaal of Solstheim, it is said he fled to their island, and was sealed in the depths of Kolbjorn Barrow, together with the last of his relics. But that is the tale, as it was told among the bards of Winterhold. Whatever the truth, the legend of Ahzidal was intended as a warning: in pursuit of perfection, one must take care that the pursuit itself does not become all-consuming. DLC2Book4RareDeathbrand | [pagebreak] | Deathbrand A Pirate's Tale [pagebreak]aknir Death-Brand was dying. For Garuk Windrime, ship's quartermaster, it was unthinkable. His grandfather had served under Haknir, nigh on sixty years before, and even then he was a legend among the pirates of the north. "The King of Ghosts," they called him, as eternal and pitiless as the sea he sailed. To Garuk, who had seen him charge into battle, clad in armor of gleaming Stalhrim like the kings of old, his twin swords scything men like grass, Haknir was practically a god. But none feared Haknir more than his own crew. They knew his rages, his fits of madness, how he delighted in torture and murder for its own sake. And there were even darker rumors: Some said he fed upon the blood and souls of those he killed to extend his unnatural life. Some thought him a Daedra, loosed upon the mortal world. And others said he owed his life and power, his armor and swords, to a pact with Dagon, prince of destruction. And the seal of that pact was the terrible wound that scarred his face, never to heal - the Deathbrand, which no man could look upon without flinching. All these things ran through Garuk's mind as he took his place on deck at the head of the crew, exchanging a curt nod with Thalin, the ship's helmsman and his chief rival. By sundown, he thought, one of them would be captain. The other would be dead. When Haknir finally emerged from his cabin, the crew fell silent. He looked frail, his voice raspy. But even so, he had a presence about him. As he looked over his men, the most brutal murderers ever to ply the northern seas, not one could meet his gaze. At last he sighed. "You wish to know who will be my successor, and how my share of the treasure shall be divided." That was the question, but even so, there were murmurs of protest. Haknir cut them off. "All these years, I have looked for one who was worthy to take my place, or strong enough to take it from me. Not one of you even comes close. And so none of you shall have it." He extended his hand. "In Dagon's name, I place a curse upon my armor, and my swords. This ship, and all it carries. Until the day when one of you can best me in combat, you shall have not a single coin." He looked up at them. "Be grateful I have left you with your lives." Garuk and Thalin shared a single glance. Had anyone else said such a thing, there would have been mutiny. A hundred treasure-mad pirates against one old man. But this was Haknir. The crew was silent. Haknir threw a map at Garuk's feet. "Garuk, take a longboat, and bury my armor in the places I have marked. Thalin, we sail to my tomb, where you shall leave me with my gold. Then burn your ships, and do as you will. I am your captain no more." And with that, he turned and stalked back to his quarters. At daybreak, Garuk took his leave, and set out in a longboat with three of his men. They landed on a shoal to the north of Solstheim, at the place Haknir had marked, made camp, and began to dig. But already, greed stirred in Garuk's heart. Time and again, he glanced at the iron-bound chest they had brought with them. The old man was gone, perhaps already dead. His orders, foolish. That night, Garuk pried open the chest and drew out the helm within. The Stalhrim shimmered in the moonlight. It was time. Time for a new King of Ghosts to rise. He placed the helmet on his head. And he screamed. And it is said you can hear that screaming still, on moonlit nights, on a rocky shoal off the northern coast of Solstheim. [pagebreak] Postscript- This story is one of the last in the "Haknir Saga," the tales surrounding the life and adventures of the legendary pirate king Haknir Death-Brand. How much of it is actually true, if indeed any of it is true, I leave to the reader's discretion. - Artise Dralen House Redoran Scribe DLC2Book4RareGuardianAndTheTraitor | [pagebreak] | |